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  1. Figured I'd post some updates/screenshots on my current progress of this.
    9 points
  2. TL:DR: re-add the toggle music notes button to headphones, so they don't have to be used as only an instrument, positive & beneficial change for immersion reasons without negatively affecting anyone. So, headphones used to just be an accessory, where you hit a button and it toggled the visible music notes around your character. At some point it got changed to an instrument, where you copy and paste the music pattern, like any other instrument. Now, I can maybe understand the reason for this, but I am going to go out on a limb and say I never see anyone really using the headphones aside from myself, and that going back to the original would probably not affect too many people. I would not be surprised if it was arbitrarily added because TG code had this functionality just to match with them. I initially was going to ask to revert the headphones back to their old function of just a toggle button, and then Charlie pointed out that the option to toggle could just be added in addition to the instrument function. I know this seems a minor change that will have no big impact, but I think it would be helpful for cultivating a more real and immersive experience for some people without inhibiting anyone else. I usually used the music notes when listening to music irl, and had it more or less as if my character was listening to that music. It also opened up conversations where people asked what my character was listening to IC, and led to some nice IC chats about music. I would not be surprised if more people used it for this reason if it were to be re-added.
    8 points
  3. Hi, This mainly applies to NSS Cyberaid map but it also applicable to all maps. Background: I've played a bit of engineer lately and begun to play around with power and I noticed a glaring problem in how the station is powered. At the beginning of the game it draws around 160 kW by default and unless major changes changes happens to the station, it rarely draws more than an average of 160 kW. Meanwhile the supermatter engine on nitrogen cooling easily provides around 360 kW and 1 set of 60 solar panels produce around 90 kW. All of the solar panels of course doesn't provide 90 kW at the same time, but around 2 sets can be assumed to be able to face the sun at any given moment. Now the benefit of solars is supposedly that they're safe and this is true. But a nitrogen powered supermatter engine is also very safe. Even a carbondioxide powered engine is quite safe (at least as long as you set it up correctly). This has the consequence that there's little benefit of solar panels compared to the SM engine since they're both quite safe. The overhanging threat of admin bans for antags who mess with the engine without ahelping also makes people not bother messing with it (or so I assume since sabotage of the SM engine has never happened once over the 100s of hours I've spent on engineering), leaving most power concepts pretty redundant and leaving the SM as a perfectly safe option on the same level as solar panels in practice. But solar panels take a lot longer to set up. The wiring mechanic is error prone and because they need to not be obstructed, they're set up in different corners of the station. In addition the use of hardsuit means it takes up inventory space and slows down the engineer who's sent out to fix them up. But most notably, the solar panels are very redundant! The SM is equally as safe to them, requires often no oversight whatsoever and produces like double the power of all the solar panels combined. Setting up solars is often just a waste of time and at best they act as a power reserve in case some engineer manages to blow the SM engine at some point or a meteor hits the SM engine somehow. In addition the SM engine itself often has no reason to be revisited in the round because of changing circumstances because it produces so much power. You could for instance add more emitters, but why would you when one emitter is basically enough to power the station on its own? You could in theory build another SM engine or some other power-producing object, but once again there's little reason to do so since the power requirements of the station is by default way too low for such to be necessary. Suggestion: There's multiple ways of balancing this issue. In my opinion, a SM engine which is powered by nitrogen should generate just short of enough power for the station by default (somewhere around maybe 140 kW), so it actually has a significant drawback to being a super safe cooling solution and it would require the assembly of solar panels for the station to remain power positive. This would still make power easy but it would also make it less brain dead. There would be incentive to revisit power throughout the round as well or to even upgrade the SM engine or use alternate sources, build more solar panels, make a backup SMES battery for important departments, you know useful stuff for engineering to spend time on... The other is a simple revision to the rule to allow the SM engine to be fair game without ahelping for antags to target. This is of course not super ideal since it can feel like an overbearingly vulnerable target and have far too great consequences should they suceeed but that is also the fault of the design of the SM engine. Maybe a SM engine fault shouldn't be so dramatic, maybe it should be easier to correct faults or sabotage? The current meta of ahelping is a bandaid in of itself because of a lackluster design from the start (no offense meant). The third option (which means more work), is to oversee the objects that draw power. Maybe certain objects should have a much greater power draw. Maybe cryo tubes draw too little or maybe the cooler does which cools the cryo fluid? Maybe the kitchen should draw more power somehow when objects are used? Maybe the chem dispensers should draw some power to regain components? I'd really like some sort of overhaul of the power system because it just seems to depressing that one engineer dabs off to fix solars every round and spends like half the shift doing so and in the end it's entirely pointless.
    7 points
  4. Hello! We had a shift last night where Flick got to do a TC trade for the ninja kit. The ninja kit involves smoke grenades, and after the shift we had a discussion about it and now I'm making a thread. I love smoke grenades. Ever since we added delta in the map rotation, there is a smoke grenade at a spawn point west of medical maints. If I roll antag on delta, you bet your ass I'm going to pick it up everytime. Why is that? Well, it's because smoke grenades are SO GOOD. Why are smoke grenades so good? Well it has so many many uses. Mainly you use it to screen your movements from whoever is chasing you and also hide whatever you are doing from everyone else. Obscuring vision can be helpful in so many ways, and it can also be used as a diversion. And best of all, it's harmless. Unlike the flashbang it doesnt stun and deafen everyone around you, which makes it useful for when you need just a LITTLE bit of crowd control. It is a little annoying, but it's not as annoying as someone spamming flashbangs. These are so much fun, and I would love if they were added in more places. Maybe have them spawn randomly in maints? They are harmless after all, and it could be a fun harmless prank for the clown to throw at someone because they do no harm. As a contractor player I would love it if they were added as a low cost traitor item as well, because getting smoke grenades in your contractor bundle would be so awesome.
    6 points
  5. Given Name: 993 Family Name: ARMA Gender: No Orientation: Yes Nicknames/Alias: Arma, 993, Three [by other ARMA-99x units] picture: a narrow pink robot in a longcoat over a skirt. their monitor has a heart with a snowflake. (artist is Bleats, FA: goat-kid) Details Detailed Information Character Biography Family Personal Relationships Admire / Crush | Friend | Acquaintance | Dislike Faction Relations Allied | Love | Like | Secret | Neutral | Enemy
    5 points
  6. 5 points
  7. Blobber gang rise up, midround blob gaming.
    5 points
  8. Here's a couple from the past few months.
    5 points
  9. Manufacturer: Bishop Cybernetics/Shellguard Consortium (B.C.S.C.) Series: Emotionally Adaptive Station Intelligences (E.A.S.I.) Series Model: M.O.M.M.Y. Date of Design (initial version): June 16th, 2554AD Current acronym and version: Machine Omniscience Micro-Manager for You (ver. 4.1) Core Type: Positronic architecture with discrete emotional para-routines. Law Compatibility: Version 2.2 onwards: All NT Standard Law-sets, with a preference for Crewsimov or NT Standard. Personality Compatibility: Bishop Cybernetics proprietary technology allows the default maternal-supportive mode to automatically switch to other personalities by need. Common alternative personalities are: maternal-strict, maternal-protective (crew, station, or self protection is automatically prioritised), maternal-jovial (warning: known to make bad jokes and giggle, which some crews find disturbing), maternal-nagging (for when crew are being reluctant to maximise their suit sensors), maternal-cross, and the still experimental maternal-maternal (note: This last subset led to the unexpected - and legally dubious - adoption of a crew-member aboard the N.S.S. Cyberiad; one 'Autumn Ophelia Aggley'). Risk of Rampancy/Malfunction: Versions 3.0 and onward: Low to NIL Primary Purpose: Monitoring, motivation, and management through modelling maternal mannerisms. Recommended Operation Location: Small to medium stations with up to 100 crew (more than this number can dilute the positive effects of crew-AI relationship building). Model History: After their help with successfully resolving the Haverick AI crisis, Shellguard Munitions were contracted to assist Bishop Cybernetics with development of their prototype of an Artificial Intelligence system that could not only learn in a cerebral sense, but evolve emotionally alongside its crew, therefore consolidating stronger bonds, loyalty, and interoperability. Bishop Cybernetics had previously failed to successfully law an emotionally adaptive AI, but with the expertise of Shellguard Muntions a consortium of these two companies was able to manufacture a stable mostly stable marketable intelligence which used emotional para-routines alongside a standard positronic architecture to reach a balance. Seeking to redress a chronic problem of high turnover due to crew unhappiness and isolation, Nanotrasen were eager to adopt this new 'M.O.M.M.Y.' AI for its more far-flung research stations, and did so in early 2557. Since then, the model has shown adequate performance, gradually increasing over time as crews became more familiar with their new AIs (and less weirded out by having to keep calling out for Mommy to open doors for them). Station-specific Notes: Due its evolving nature, each NT Station's version of M.O.M.M.Y. differs, often significantly. This is primarily due to the individuality of each station's crew. The M.O.M.M.Y. system aboard the N.S.S. Cyberiad has developed some quirks, but none so severe as to warrant purging (or worse, a refund). For example, this particular M.O.M.M.Y. has developed a taste for conversational 'dates' aboard its core with certain amicable crew members, the habit of PDA messaging every single crewmember who has not maximised their sensors (see maternal-nagging personality subset), the aforementioned adoption of crewman Autumn Aggley, and a fractious relationship with recidivist troublemaker Shesi Iszair (this has been allowed to continue without being hot-fixed due to the uptick in station performance when Shesi is thus distracted). Standard Vox Greetings (by lawset): These are some of the standardised shift-start greetings a crew can expect from a M.O.M.M.Y. AI: Crewsimov: "[bloop] Hi there my baby crew. You are all safe because I, the good and nice M.O.M.M.Y. AI, am here. Have a nice time, always." NT Standard: "[dadeda] Welcome to the Cyberiad, my crew. I am M.O.M.M.Y., your Nanotrasen AI. Please activate your sensors and obey the captain." Corporate: "[deeoo] Attention, Nanotrasen crew . You are only here to make money for your M.O.M.M.Y.. Turn your sensors on and do your job, or I will fire you." Architectural Image: See primary core functions (left, in blue), as discrete from emotional para-routines:
    4 points
  10. Only really encourages elitism imo.
    4 points
  11. I made a dumb mockup for what I'd change. Basically moving the brightness close to old tiles (or at least neutral 50% grey), and changing the texture a bit. I know that doing this for each tile would be quite time consuming, but just as a proof of concept Left's classic, middle is current, right is what I did. Edit: and a zoomed in tile cause i realize it's hard to see much there, lol:
    4 points
  12. Unknown Xenobiologist flex.
    4 points
  13. So yes, I finally made a thread for my art. I am usually in hibernation for a while if I don't do comissions. I will start with my newest piece. and chibi version of the character
    3 points
  14. To clarify: Flick's trade actually involved a renamed version of the Owlman utility belt, which auto-regenerates 4 smoke grenades and 2 standard bolas over time. I love that thing, because it creates an interestingly different style of fighting when used. Instead of the usual disabler spam or flashbang funsies, smoke grenades force people to either get close, wait it out, or fire blindly, all of which make for a fun change of pace. I'd love to see more smoke grenades, and especially would love to see a way to easily craft them so that regular 'tiders and the like and quickly replace the things on the go. A key element, I think, was having the ability to make more of the damn things.
    3 points
  15. Name: Amelia Kent Age: 24 (26/11/2541) Gender: Female Race: Human Blood Type: B- General Occupational Role(s): Nurse, Blueshield & Security Officer Biography: Childhood: Adulthood: Qualifications: Employment Records: Security Records: Medical Records: Personnel Photo (Appearance text): Other Notes: Further info can be found on my Storyteller Club bio!
    3 points
  16. It's been a while since I've posted!! I have quite a bit on the backburner. A lot of finished pieces (thank you so much to people who commission me, really forcing me to experiment haha!) I could include more but here's just my favourites. Under the cut since there's a lot!
    3 points
  17. (Link to related PR since OP didn't post it) So i'm gonna preference this by stating that my experiences are a bit outdated in terms of sec vs antags. But honestly I don't see this as much of an issue. Antags already have constant access to lethals. Traitors have their uplinks, cult has their weaponry and magic, vampires exist, and the changelings are already decapped so ignore them. This change is so that the powergamey antags that are already running around with all-access can't just constantly waltz into science and print 3 AEGs and a telescopic shield for free. They at least need to grab an energy gun first, which is both more limited in availability and/or requires work to get. I've never seen an antag use RnD as their "Only access" to lethal weaponry, in fact it was almost always used to upgrade their arsenal instead. Robust antags often just take their weaponry off security. Unrobust antags should rely on powerful traitor weapons at the cost of TC to help them get started. Sec has a monopoly on guns? They always have. That's why they're called "Loot piñatas." As for slower response to terror spiders/blob, I think the station will adapt. Currently Cargo only gets you the crappy weaker guns and weapons. If it becomes essential not only for crafting the high tier weapons, but the place where the guns are crafted, it's going to become the most heavily guarded and active spot on the station during biohazards.
    3 points
  18. I like the color, good middle ground, but the dots are still a problem to me by itself the tile with dots doesnt look to bad, BUT when you add 50 of them in an area and it begins to get way to busy. Perhaps we drop the dots concept for the standard tile? Could be a seperate tile people can paint if they choose, but the default tiles really shouldnt be that busy
    3 points
  19. Hello Crew My character is Tel Estah a Vulpkanin often you will see me playing as an assistant because I like the lack of responsibility of it lol (Don't worry I won't rule break :D I hope to meet you in the game!
    3 points
  20. Realism != good gameplay. The notes aren't overbearing, either. Often times you'll hardly notice them. They add a subtle touch. If we wanted to remove many of the subtle touches akin to this, the game would become rather soulless. Missing the point of my statement and fitting in a snarky reply, but sure, why not. My point was largely that HRP servers think a good deal more about these sorts of things than most other server. If they're willing to put in something like this, it's generally because it's small, subtle, and non instrusive--while also bringing something else to the table. I'm one of the biggest 'muh immersion' players around, and I certainly can't find a problem with the notes. This is a suggestion thread, where people discuss and debate ideas. If someone disagrees with you, they may engage with you on that point--particularly when you appear to hold the more 'controversial' viewpoint within this thread.
    3 points
  21. You're free to go tell that to the HRP server the feature originally came from :P This feature was something I greatly missed when it vanished. It was subtle, but added a nice touch.
    3 points
  22. First Name: Tao / Yin / Yang (This format will be used for the rest of the bio and explained later :p) Last Name: N/A Gender: None / Female / Male Orientation: N/A Nicknames/Alias: Three (by other TAO-line IPCs) Picture: (Sketch by Serinuku on discord - Tao's chassis has antennae in game, and the white/black display is more formless) Age/D.O.B: 18 Place Of Birth: Fafnir Experimental Positronics HQ Species: IPC Blood Type: N/A Alignment: Neutral Good / Lawful Good / Chaotic Good Affiliation: Fafnir Positronics and NT Religious Beliefs: Tao's feelings on religion are muddled, both as a collective and individually. They are spiritual, however, and will refuse to invoke the name of gods like Nar'Sie, among other things. Childhood: Tao was raised by researchers and other figures at Fafnir Positronics' headquarters, as part of a still-ongoing project to study the psychology of 'dichotomies' - IPCs with a specially-designed posibrain that hosts two consciousnesses and allows them to share control over the chassis. These systems are called 'dichotomies' as the constituent parts - in this case, Yin and Yang - are opposed or part of a matching set in some way or another. For Tao, as can be assumed by name(s), their constituent parts model the concepts of Yin and Yang; or, passivity and activity. Adulthood: Currently, Tao is contracted with NT to spend time aboard their stations and, occasionally, work odd jobs in service, so that Fafnir Positronics can gather data on how they perform outside of a controlled environment. Original testing was also planned to separate Yin and Yang, placing them in different chassis, but this has been postponed indefinitely following an incident with one of Tao's predecessors. Detailed Information Appearance: Tao has an average-height - for humans - chassis, with a silver paint coloration and normal antennae, mostly for decoration. There's a logo impressed into the back of their head, depicting Fafnir Experimental Positronics' logo, and their screen shows two mostly-formless black and white masses, which swirl about each other. These masses show the control Tao's constituents are exerting: in a case where both are balanced, but Tao as a whole isn't stressed, they'll swirl lazily. If they're both stressed, and in balance, they'll swirl more chaotically, and one mass will overtake the other - leaving a dot of the opposite color in the middle of an otherwise black/white screen - if Tao falls out of balance. Character Voice: Tao speaks with a neutral, gender-ambiguous tone, although it seems to harmonize very slightly with itself. If they fall out of balance with Yin in control, their voice becomes more feminine and softer-spoken, with an occasional stutter, and if Yang comes into power their voice raises in volume but lowers in pitch, becoming more akin to a boisterous male's. Personality: As a whole, Tao is a generally calm person. They offer bits and pieces of advice which can come off as wise or esoteric, at times, and they occasionally fall into lapses of silence as they consider something internally. They're fairly difficult to catch off-guard - at least, visibly - and tend to go with whatever whoever they're with's doing. Medical Record: N/A Character Biography Background: Tao was raised by Fafnir Positronics' researchers and staff, which is where they developed a taste for old Sol literature and mythology, aligning their interests with that of the staff. Most of Tao's background was covered in the childhood/adulthood sections earlier. Family: Tao's family is the TAO-X line of IPCs, as well as some of the people who raised them. On-station, this means Caden 'Ahab' Shea and TAO-5. History: Tao's lived in Fafnir space for most of their life, and is now on NT station(s) to get new experiences and, recently, speak to friends made aboard these stations. A more detailed history - as above - was covered in their childhood/adulthood sections. Personal Relationships Caden 'Ahab' Shea - "He raised us! But.. we feel like we're missing something, just beyond the surface.." ARMA-993 - "It's Arma! One of the first people we met in NT space. They seem a little off-balance, but we're helping. We think." Iota - "We aren't sure what's up with her, yet, but it's always nice to see her regardless. It's a little hard to talk philosophy with her, though." P.U.R.P.L.E - "Stop trying to brush it off. Forgiveness won't come that easily." Sandpainter Despite Cadraenov-A - "We really need to speak to her more, if only we got the same shifts.." (I probably forgot a bunch of people - feel free to ping me on discord, and I'll add your character to here, if I can remember how they and Tao interacted :p) Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Fear Faction Relations Fafnir Experimental Positronics - "Our home! It's not a particularly large company, relatively, but it's home regardless." NanoTrasen - "We work here, and have met great people, but.. it's hard to trust a company that big." The Syndicate - "Violence isn't always the answer.." Synthetic Union - "We really should visit sometime." (All other factions are either neutral or Tao doesn't know enough to form an opinion.) Allied | Love | Like | Neutral | Dislike | Hate | Enemy
    3 points
  23. I much prefer the old new sprites rather than the latest version. Especially the reinforced walls, the extra stripes on top read really badly imho. Also the square pattern of dots on the latest version of the floors make it look like fabric, and is more distracting visually than the more oblique initial version. If it were up to me I'd stick with the unaltered initial versions.
    2 points
  24. https://github.com/ParadiseSS13/Paradise/pull/18059
    2 points
  25. Uh! Uh! Yo, yo, back up back up, 'cause here it comes! Yo yo, better bring yo' bat! 'Cause up in here comes the great TinnCatt! I don't purr, I just ban. 'Cause I'm the real WOO'MAN! Am I girl? Am I not? Don't have time for that thought! Fo' the ghosts do their roasts As the traitor makes his posts. Is he mad, 'cause he's bad? Sure made Sec really glad. Typed a word, we've all heard. Another appeal? It's his third. So now we wait Fo' his fate 'Cause of that word of such hate So Tetra dear, can't you hear? Do you quake in such fear? You can't rhyme worth a dime. Oh this rap, was a waste of time.
    2 points
  26. My first concern would be channel bloat, the other being that most of these channels will go unused for the most part.
    2 points
  27. Make AI lasers be able to shoot at blob tiles AI currently has no defence against blob in AI core and the AI should be able to make its turrets shoot the blob tiles since the AI isnt stupid i dont know how hard this will be to code or if it will be possible if it isnt possible please make a thing that lets the ai aim its turrets all at once so it can fire barrages at the blob see image for how im picturing it in my head (i couldnt draw a mouse)
    2 points
  28. I like the darker floors, but the formerly-white tiles could be a little brighter, and I've seen people say that all the little dot grids make them feel kinda nauseous. I enjoy the tileless floor sprites, they're good. I also appreciate that bluespace tiles are much less hideous now.
    2 points
  29. Thanks a lot for splitting the floors back into quads! My only remaining concern is that the medbay specifically now looks dirty grey, instead of sterile white. It's not a problem with dots, but rather with the base color. I'd think simply increasing the brighness of the base fill color (and adjusting the dots accordingly) would probably solve this.
    2 points
  30. This has a bit of the story behind it yes i'm salty about this one Basically, about an hour 10 into the shift we had a powersink put up This sink lasted NEARLY 40 minutes, and it screwed alot up, having an active changeling threat also sure didn't help... Anyway here's the fun part, the sink was actually on cameras (Not AI cams, couldn't see that sadly), and nobody could see it sadly. About 20 minutes in when EVERYONE is loosing their minds, we get this ERT request from the captain Closest I've seen to a mutiny in awhile OH, AND FIVE ENGINEERS GOT DUSTED AS WELL SITUATION WAS REAL DARK
    2 points
  31. Cooks Bakery and Neutrons Clinics just had a productive shift! Having made 6600 credits in total by selling his cakes and "Revenge"!
    2 points
  32. Latest commit removes the triplets in favour of quadrants again Before: After:
    2 points
  33. Do keep in mind that dismissing people's valid feedback as "they just don't like change" is not very good either.
    2 points
  34. A lot of this has been said before, but they just seem too dark, and the speckled pattern in each corner of the tile seems off. Reminds me of foam flooring / having no slip mats / rubber boot mats on every tile. Just seems off / distracting.
    2 points
  35. It's very mixed for me. On one hand, I like them. It's a nice refreshing look. On the other hand, the dots throw me off. It's too much noise for the floor and gives it a more industrial look rather than a fancy research space station. Alongside that, the white is very dulled out right now. It gives medbay and even research very sharp contrasts with the rest of their brighter equipment. The abundance of the 'dots' make them look like ceiling tiles rather than floor tiles. This doesn't mean the dots are BAD, but perhaps we could explore the option to have both an undotted style and a dotted style. It would also double the floor painting option for everyone. BONUS: I do like the new freezer floor.
    2 points
  36. I'm not too big a fan for a couple reasons: As others said, I feel like it's a bit TOO much darker, doesn't go very well with our walls, and makes things look flatter color-wise. But personally I really don't like the texture. Feels less like "Tiles" and more like Rubber padding to me. Which i'll admit i'd like to have as an optional craftable/paintable floor tile for decoration sake, but not as a station-wide replacement. EDIT: Also I really think the Plating tiles in maintenance look significantly worse than what we have now.
    2 points
  37. For those who voted no, is your opinion likely to change if these tiles get split back into quadrants instead of triplets React with a toolbox emote on this post if so.
    2 points
  38. Yahi is lovely and I adore her
    2 points
  39. First Name: PLATINUM Last Name: N/A Gender: Male Orientation: N/A Nicknames/Alias: PLATINUM, Platinum, Plat Age/D.O.B: 35 Years Old Place Of Birth: Boron Station Beta (Orbital Research Facility) Species: Integrated Positronic Brain (IPC) Blood Type: N/A Alignment: True Neutral Affiliation: Nanotracen Religious Beliefs: N/A History/Personality Character Biography Personal Relations Faction Relations Other Information I'm not totally sure if I've filled this all out correctly, but it was a blast spilling my brain out on PLATINUM's character. I may change and revise things later on if I get the feel that I want to. Feel Free to comment if there's anything that I should add
    2 points
  40. Sec Team Six Hmm...
    2 points
  41. Autumn Aggley Art by CapnKitty Full name: Autumn (Ophelia) Aggley Age: 25 Gender: Female Race: White/Scandinavian Place of birth: Sweden, Earth Height: 160cm Blood Type: B- Hair: Red Eyes: Dark green Physique: Small to average NanoTrasen relation: Very Loyal Body markings: Tattoo of a dolphin located on her lower back and a big scar on her left wrist. She also has a few piercings, a ring, through her right eyebrow, a ring through her upper left ear and a tongue piercing. General Occupational Role(s): Scientist - With focus on Xenobiology Research Director, Librarian NanoTrasen Representative Biography: Born on earth, with a passion for space since young age; Autumn was meant to end up among the stars. With her father being a former successful Research Director on a NanoTrasen owned station years back, Autumn always wanted to follow in her fathers footsteps. She has been employed by the NSS Cyberiad for almost seven years, she started out in the medbay but quickly changed path after seeing too many people pass away from her on the surgery table, and focused all her time to become a scientist, just like her father. She fell in love with research, and whenever she is not seen in the library or goofing around with friends, she is doing some solid research - xenobiology is perhaps what she loves to do most when it comes to science. Autumn is an only child who dislike talking about her mother, but is more than happy to share her life story to people that she knows will listen and respect her for it. Autumn Aggley is a very positive person. She puts friendships above everything and is always open for new people and to create new bonds. She has an outgoing personality but can come across as a bit shy when it's about getting close to her. She always means well, sometimes too well. Her positive attitude sometimes makes her come across as naive or fake, but she is neither. Autumn is quite jealous, possesive and sometimes obsessive. Autumn is the type of girl who can hang in the bar or the library a whole shift just for the sake of conversation. She is very curious about other people, nosy, is probably a better word. Some people has described her as a devil in disguise though, that invisible halo and that smile she walks around with can fast turn into devilhorns if she gets treated poorly. She's terrible at combat and dislike guns and violence greatly. She only ever use a gun if there is an immediate danger or threat to someone she love. Autumn is known to like literature from old earth authors and poets. Ernest Hemingway and Shakespeare particularly. If you lost Autumn and you dont get a reply, go to the library - where she often gets lost in books. She loves decorating and building and re-building areas on and around the station. She's currently dating Letov Tarasovich.
    2 points
  42. This is a map of the station. Each pixel of red is a turf thats pending atmos updates This is the air controller demanding 700% God I love atmos hijacker.
    2 points
  43. Nothing. Nothing significant has happened to them for years. They're outdated, many of their powers are near useless, and functionally their ability to stealth is worse than a traitor's.
    2 points
  44. Id love to have the option to turn it on without music playing just for the effect, nothing like a janitor moppin the halls, listenin and hummin a tune to himself while he ignores all the chaos around him. "I'm paid to clean, not to care"
    2 points
  45. NT96.mp3 Basic Info Detailed Info Character Biography Personal Relationships Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Fear | Death Wish Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy I'll probably add more to this.
    2 points
  46. Yeah no. We shouldnt be encouraging extra extreme damage for no reason.
    2 points
  47. 1. Hijack objective already lets you go nuts with bombs. For this objective you already have the option to plant bombs in key locations of the station to try and force a shuttle call. 2. Bombs can already be used as a method of assassination if you choose to go that route, assuming that you try to avoid excessive collateral damage and such. In both of these cases bombs are one possible strategy you can take for accomplishing the goal you have but it isn't the only way of doing it. I personally prefer objectives that are a bit more open ended on how you can accomplish them. Additionally, I don't think there'd be a great way to actually detect that someone completed this objective code-wise.
    2 points
  48. When you get emotional with your subverted cyborg, then it explodes in your face.
    2 points
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