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Showing content with the highest reputation on 01/18/2019 in all areas

  1. *squish here's a drawing of my slime girl Dreamy Rockwall Here's a drawing of my Elf boi Damien Bryar
    2 points
  2. So me and @shatterdcoyote had the genious idea of recording some of our shenanigans from other games and throwing them into this post now and then. I don't have much time to play nor do I have my PC right now so there won't be any new videos in the near future but I'm sure new ones will pop up eventually. So for this first one we have me Terry and @Saxis playing "Space Beast Terror Freight" together and dying a horrible death. In this game you have to enter a xeno infested station, in order to download the big blue Datacores, which give you upgrades now and then. After that is done the coolant has to be depowered so the Self-Destruction of the station activates itself, which also means that you'll have to get back to your pod as quickly as possible, before the whole thing blows itself apart. Blue - Artie Green - Terry Red - Me and I should raise my mic volume next time but in my defence: The volume was just fine on Discord Enjoy!
    1 point
  3. That is indeed true! Sadly, it only works with actual lighters and not welding tools. You can also light a cigarette off someone who is on fire.
    1 point
  4. I hope you've made friends with the dark cause you're FUCKED otherwise.
    1 point
  5. Sometimes, I wish there was a version of this game with most of the random events taken out, longer shifts, a much bigger station and fewer traitors, so we could do more investigating. THen I remember how boring extended shifts often are.
    1 point
  6. That is exactly so. It feels like bit of roulette whether you manage to get your officers to actually efficiently communicate, pushing them to it but not being a complete ComDom. Well making them talk is not comdomry as that should be the number first duty of the force, and the number first thing to do as the HOS, but still... sometimes that is so difficult that I feel like non-stop nagging the entire shift. Luckily, though, sometimes you even have not to ask for it. In the most of the shifts, yeah no time for the noir police work, too bad. I love interrogating though, rare and fun when you happen to have time for it.
    1 point
  7. Oh, absolutely. I mean, I'd also love if detective work was more involved. But at some point, you have to accept that this game is geared a lot more towards zany high-octane lasers-blazing action than noir policework.
    1 point
  8. Bluespace jumpsuit. Allows you to walk through people who are set to an aggressive stance, but you can still be grabbed or dragged.
    1 point
  9. This has been discussed with "Three point fourteen" in Discord, specifically the part of the "Virology" idea - So, about the idea of the [Werewolf]... Typically it happen in the mid-round, randomly chosen like a virus outbreak or Tspider/Xeno outbreak chance level. It randomly choose a character in general crews, which is also includes the mindshielded members - As it's not a Traitor or Changeling stuffs, but more of an Infection. Mind though, it's not spreading out in any forms like a Virus (Blood-contact/Direct contact/Airborne). Obviously it's quite annoying if the captain suddenly turns into random stuff often, so lowering the chance of the head of staffs would be good. Or just leaving the chance and making it more interesting situation can be made - Like a captain blob. As the system once chooses a random character, it'll send out a pre-warning message about aproximate 1~2 minutes, like "My ears are itchy./My heart is suddenly thobbing rapidly./etc" And in the same time, the command will receive a specifical pre-warning message about it through the communications console. Preferably, only through communication console like a sentient animal warning or including with the Virus outbreak - Code 7. In preparation time for the choosen one, they'll need to hide or head to the most populated area. Or maybe, ask for help to detain themselves up like in the room behind the walls. Reason will be soon explained. Meanwhile to the command or/and security, will get on alert on the situation. After specific time passes, they'll turn into a Werewolf. They'll receive a very limited time (Maybe aprox 5~10 min) to going back to normal and getting a specific objective - Getting a blood/Devour the heart from the living ones/Eat specific amount of fresh meat from living ones/etc. And while they're transformed, they'll drop all the gears where they've transformed so obviously they need to be transformed in a personal areas - Such as maints, Virology lab, Psych office, Captain's bedroom and so-on. And of course peoples won't recognize them when they're transformed - Unless they saw them transforming. Few buffs and abilities will be added - Such as for active - Leap [Like a Xenomorph], Howl [Like a Vampire's screech]/ Passive - Increased health, melee damage, increased speed, etc. To prevent the so-called, "Friendly wolf" and in a same time, giving more reason to the security to hunt them down with full force, if they (The werewolf) fail to get the objective done in time, Hostile AI will force-take control automatically for couple of minutes (Aprox 1~2 min) and randomly attack the peoples around till the time is done. Hence why calling help can be done like above - Asking peoples to build a metal wall around you to prevent the last phase. After the time is done, the "werewolf" will be completely disabled and won't able to turn back into werewolf If they failed their objective in time. If they did the objective in time however, turning into a werewolf back can be done even after the time passed and hostile AI will not force take control of them anymore. They can now transforming into werewolf with their will and in full under control and will be their reward of getting the objective(s) done in time (Similar to "Lycan", maybe). Now for the part - laws and SoP While in the first change, the security is authorized to use the full force, KoS as it randomly attacks the crews and unable to contain. After turning back into normal, as the crew wasn't on the control of their previous form, release/Parole can be applied - Unless if the crew has been transformed into a werewolf around 3+@ crewmembers. This may can be applied of immediate treatment. KoS is also an option but only when they aren't cooperating with the security. However attacking someone in a werewolf form after a first change (On their second or more transformed form) will have a reinforced SoP - Such as, directly into murder attempt instead of Battery/Assault. The crew can keep the werewolf form, but is suggested to treating it. Forced treatment is not allowed unless they are one of the EoC (Such as Vampire, Traitor, etc.) or in higher than code blue situation. (It'll be sad to see if someone finally does their objective within time but soon looses away because of SoP and stuff, yada-yada.) + Congratulations to the Chaplain, they'll have to run around a bit more if giving more damage to the Werewolf from the chaplain's null rod is also applies for fun. Also personal thoughts - as this antag will going to attack the peoples randomly, only one werewolf per event seems enough. Virology ideas : Make the virus curable by virology. werewolf blood must be extracted and injected into a monkey (or the clown) to get the "Dormant lycanthrophy virus", which has symptoms and eventually cures itself without providing antibodies if not cured by reagent (can be reinjected to infect again for further tests) Its curing reagent is random and invisible to machinery, so it requires testing of random reagents until the dormant virus is cured. This provides the test subject with the antibodies to create a vaccine that can then be given to the werewolf. Possible reagents to cure the virus are any of the reagents used to cure viro viruses except salt and sugar. Curing the virus with antibodies symptoms will not provide antibodies for the vaccine The transformation into a werewolf can be delayed by using spaceaccilin (delays a little), injecting ground silver (delays quite more), or injecting the curing reagent (delays a lot)
    1 point
  10. I'd say robustness is far further down the list of a good HOS than most people think. The biggest two differences in my experience between a good sec force and a bad one is not how quick they are with a baton or a tableslam. It's organisation and communication. No worse officers than those who don't use the radio. (And yes, there are those who basiaclly don't use the radio at all. Roll call? No reply. Help, I'm being attacked outside the vault? No reply or reaction. Who booked this prisoner? No reply. The worst.) You can usually tell if a shift will be good for sec or not after a few minutes, just by the amount of radio banter, and what is being said. And a lot of that is on the HOS. You have to get your officers to work together, and to do their different jobs efficiently and correctly. Reports if they see anything on patrols, notes on prisoners, cooperation with the warden on proper brigging (no abandoned prisoners in processing, no toolbelts in cells, no dying voxes with no headsets), properly coordinated patrols that cover the entire station regularly, and proper mobilization in case of a crisis (by that I mean: everyone's there and armed if there's a maniac with a double sword, but you don't get six officers watching the clown slip people in the bar, either.) Radios > Paperwork > Tasers.
    1 point
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