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Showing content with the highest reputation on 10/20/2020 in all areas

  1. I'm a fan of "Fist Aid," myself; I'm totally gonna say that the next time I have to restrain some tweaker idiot at work to treat them. Lessee, to lay out their background: "You are the Orderly. Your job is to keep the Medbay clean and safe." Access: Medbay, Surgery (to help with patient movement and keeping Surgery safe from tspiders, slaughter demons, and similar baddies), Maintenance. Starting Equipment: Uniform, shoes, ID+PDA (Medical cartridge), Medical headset, soap, space cleaner, 1 pair of handcuffs. Has CQC applicable in Medbay areas, like the Chef's "Close-Quarters Cooking." Ideally would have a specialized Orderly Vest, perhaps grey or dark blue, to differentiate them from other Medbay personnel. Starting Location: Medbay front desk (it's a semi-private place for the Orderly to call their own, and them being there is just generally useful). Could also have an 'Orderly's Locker' in the front desk area, Surgery access, to give the Orderly a greater attachment to the area. Starting Numbers: 1, cannot be changed by HoP. Orderly SOP: 1. The Orderly is required to issue verbal warnings before resorting to force. The Orderly may not use force on Security personnel at any time without express permission from the Captain or Head of Security; 2. The Orderly may use Fist Aid, their close-quarters combat training, in order to subdue and secure unruly individuals in the Medbay itself. However, they may not use lethal or near-lethal force unless the subject cannot be secured via other means (if they're an un-stunnable hulk, for instance) or if the Orderly's own life is in danger. If the individual retreats from the Medbay, the Orderly must /not/ pursue, and shall instead report them to Security for later apprehending; 3. The Orderly is exempt from legal ramifications when dutifully handling unruly individuals in the Medbay, provided that they followed Guidelines 1 and 2; 4. The Orderly may not possess lethal weaponry, such as lasers or combat shotguns. Exception is made during major emergencies, such as Nuclear Operatives or Blob Organisms; 5. The Orderly may assist the CMO in carrying out lawful orders, such as barring select personnel from the Medbay or demoting Medbay staff. However, the Captain and Head of Security's authority supercedes the CMO on matters of station security, and the Orderly shall follow their instructions in such matters.
    2 points
  2. Would it be possible to create a book that has all the proper BBCode'd paperwork examples in it to copy/paste? Might be a bit of an IC break, but it might help avoid the spammage of object types.
    1 point
  3. Another piece I did, and rather quickly too! Iirc it only took me an hour and a half to make this. I'm very happy with the glow affect I did with the tree
    1 point
  4. The 2020 PAASC! As teased in the Discord, I'm proud to announce the start of 2020 Paradise Art And Spriting Competition! The goal of this competition is for the staff to be able to see a whole bunch of different styles of spriting, the the aim in mind of getting the chosen style spread throughout many of our sprites. The winner will be chosen by a vote of the Heads and Maints, and chosen on the mixed grounds of subjective personal taste, how identifiable items are, and how they mesh with the current look of the station sprites. The Prize, Details and Disclaimers: The intent of this competition is for us to see a whole bunch of sprite styles, and hopefully select one to use as an overall style for the server. The prize will be limited, as we don't want people trying extra hard for the competition. We want the work to be reflective of what you'd do if given the chance to redesign the sprites on the server - not what you'd do to show off your best art on a few pieces. Given that, the prizes will be limited to accolades and bragging rights, with winner(s) seeing their sprites used in game and as a guide for future design. We're also going to be using this process to help us select a Sprite Team, including an Art Lead. The winner will not necessarily be in charge of the team - great spriting ability =/= great leading ability. But we're going to use this as an opportunity to see the portfolios of people and help make our selection. Competition End Date: 14 days from time of this post appearing in announcements. The Actual Competition: The following room has 27 sprites to redesign. You are not expected to necessarily redesign them all! Part of what we'll be looking for is people who know when not to redesign a sprite, either because it already works well or due to time constraints. We're looking for people who are going to be good at many of the practical aspects of sprite design in ss13. Number 20 can be any form of poster that NT would allow. Number 6, Monitor 1, Can be any monitor. Number 10, Monitor 2, must be an operation computer. You'll have to find those sprites in the game files yourself - that's a qualification you'll absolutely need! Once you've recreated it, send me (necaladun#4908 on discord) all the seperate files in a zip or something, and a screenshot of the whole room together. I'll place them in this thread so everyone can see. Disclaimer Parts: Any sprites submitted to us for this competition are for Paradise to use, with attribution and credit - we might really like your jetpack sprite, but the rest of it might not work. In the rare likelihood we don't like any of the designs, we reserve the right to declare no winner. Best of luck to all entrants!
    1 point
  5. I play a lot of security. A lot. You may have seen me around as Cherry Waves, often playing as the Head of Security. It's a thankless, stressful job that, I for some reason, love above all else on the station. If you've played security, or ask security, you'll often hear stories about what they hate, or fear, the most about working security, and sure enough, I also have something that I hate/fear the most. If you've seen me around, you'll probably have heard me moan about certain antag roles that I loathe going up against as security. Let's take vampires, for example. You hear the stuttering call for help over the radio, followed by silence. Twenty minutes later, and there's a powered vampire running around, and he has the tasers from two of your officers. This is followed by a chase through maintenance, sometimes spanning an entire shift. Security dreads vampires, not out of fear of death, no. Death is sweet release. They fear the vamp because of the predictability. Yet this is still not the Horror of Security. Another one is cultist. Loud cultists are interesting and fun to deal with. Stealthy off-station cult? Not so much. As security, you have no reliable way of dealing with them, other than trying to pick them off on station when they pop out. Like whack-a-cultist. Sure, you can send the pod pilot out on a search, followed by an expedition force, who then get slaughtered due to the poor planning of your boss (me). Not to mention the absolute mess processing turns in to. Three cultists in at the same time, and one officer is left behind to deal with them? Not great, especially when they're all miners who, if deconverted, rush back to Lavaland to "do their jobs," only to get reconverted. And that's if you even know they exist. You might just patrol the halls, thinking you're keeping the peace during an extended round, until suddenly Nar'Nar pops out from beyond the veil of time and ruins your lunch date. Yet again, this is still not the Horror of Security. "Enough foreplay, Fontaine, get to the point." The TRUE Horror of Security is -drumroll- The Warden. The Warden is an unpredictable beast. Vampires are predictable, and to a certain extent, so are cultists. But the insane machinations of the bald-headed Warden are beyond mortal comprehension. Every shift I start as a the Head of Security, I don't worry about cultists, vampires, nukies. Any of those have the power to put me out of my misery. No, I hope for a Warden that, isn't necessarily incredible, just not a mouth-breathing troglodyte who hasn't even bothered reading a single line of Space Law. To avoid coming off as an elitist, let me give you an example. To clarify, most of us know how to identify the wild Warden that doesn't play by the rules. It's easy. Are they on the secway, zooming around on the station on green, swinging their baton and brandishing their taser? He's the Warden of your nightmares, and he makes his own laws. This is a story thread, so naturally here's a story. This one is recent. It's Vampires. We heard the call for help in science/med maintenance, as is the standard. We rush there, Vampire is no where to be seen, but thankfully the victim is alive, although a panicky mess. Time goes by, and the vampire increases in power. Not much time, mind you. Like fifteen minutes. Now the Vampire is spotted in it's natural habitat of sci/med maints again, and the Warden judges that no other man on the station is up to the job. He rushes out, ignoring his trusty Secway, as it'd only get in his way. He reaches his target, and is ready to dispense justice. Except, of course, he doesn't. He dies. Alone and unafraid in medical maintenance. His body is easily recovered, and even his ID, to the great surprise of everyone. So we just revive him and move on, right? Nope. I keep his ID on me for safekeeping, and to swiftly demote him when he makes his return. Except he doesn't. I ask the officers if they ever encountered him after his tour of medbay, but no luck. He's not even on the cryosleeper logs. We brush it off, there's other things to deal with. Then an entire HOUR later I get a call from the HoP. The Warden is asking for his job back. I go there, and sure as hell, he's standing there. With half an hour left of the shift, I ask him where he were for the last hour. He claims he was asleep. No one I asked knew where, and he was too busy asking for his job back to clarify further. I inform him about the added workload with no Warden, how I felt about it, and declined his re-employment. I have quite a few horror stories from playing Security, and largely they don't feature antags. They're the character who gets a laugh-track when they enter the door. Most of them even star me as king moron. If you read this far, let me know if you want to hear more, or share your own Horror of Security.
    1 point
  6. A Guide to Prince of Terror Abilities - * Can smash through normal walls in one hit, reinforced walls take a bit of smashing but will give way. Nowhere on station is difficult for you to get to, and this is the most important tool in your arsenal. There is NO cool-down for breaking through walls. * Webs can block line of sight. I’m not gonna lie, I don’t waste time with spinning webs unless I have some serious down-time. You’re not a Queen of Terror, and being stationary will not just hurt you, it will be the death of you. * You cannot vent crawl. But you won’t have to. * A shit-ton of health (but not that much health) Don’t get cocky kid. Don’t tank hits. I would straight up recommend just not attacking people carrying multiple AEGs on them. They only want to kill you. Phase 1 - Mindset and Attitude. So you rolled for Prince of Terror and now you’ve found yourself spawned next to a vent randomly chosen on the station. You’re probably thinking of who you’re going to kill and who’s shift you’re going to ruin, but as PoT we can do a whole lot more damage to the station than a pile of bodies to be revived by Med-bay. Consider this; an antagonist in SS13 is meant to give excitement to the round, and how you decide to do this can make or break a round. If you die suddenly and without purpose as an antagonist, you’re not just hurting your own experience, you’re hurting the experience of other players too. It’s our responsibility as PoT or any other antagonist to give purpose to the crew through hardship and pain. Going out of your way to hunt down players and get yourself killed early is boring for everyone. Hopefully you understand the sort of message I wanna get across here. Phase 2 - An actual plan. Now that you’ve realized what the stakes are, it’s time to come up with a plan. This plan should be spear-headed by “Key-targets”. Key-targets are the points on the station that you should be visiting and doing critical damage to before moving on. Key-points in order of most important to least. * R&D * Robotics * Engineering * Cloning * Cargo * Bar The Science Department is crucial due to the fact that they spend the entire shift preparing for a problem like you to appear. As soon as you appear anywhere else on the station, command will be calling R&D and Robotics to mass-produce weaponry and Mech-suits to hand out like its Halloween. You want a fight, but you don’t want to straight up die, and you can’t expect the crew to hold themselves back from utterly annihilating you via strength of armed massed. You can and should upon spawning immediately rush Toxins Storage and start smacking the first Plasma Container you see until it starts leaking. Once you've done that use the power of smashing walls to spread the plasma easily into the surrounding departments. For bonus points, leak all the containers. Just remember to finish the job, you need to make sure R&D has no more access to weaponry. Next stop on the list is Engineering. We’ll be visiting them so that we can have fun smashing stuff. It’s that simple, just smash every important piece of machinery you see, or just smash all of it. Don’t bother destroying engine containment; It's lame and will end up just making the damage you do pointless, we want the station to survive and experience the damage you have done. It’s also important to visit Engineering just to give them a fight or two. Some players have not interacted with an antagonist all round, and you’re an opportunity to make the round more interesting for them by showing up. Cloning is required in order to cause panic and to keep Med-bay on their toes. As we did with Engineering, smash it all to bits. I recommend smashing it from inside CMO’s Office, as people won’t have easy access to stopping you from inside it. It's up to you whether or not you should make a return trip to deal with the inevitable Cloning station they rebuild. Hitting it once is often enough to spice things up, hitting it a second time might turn things sour. Following all of that, let’s remember that SS13 is a very flexible game that often presents many variables to a round. If anything prohibits you from getting to any of these key-points, then feel free to steer away! Perhaps a blob has spawned and is eating Engineering! You might also notice that I have left AI Satellite and Telecoms out of the key-points. This is a matter of personal preference, but I think that it escalates the enjoyment for players to have a moment to moment report on the status of the station as you slowly dismantle it out from underneath them. You can always smash cameras that are a pain, and most of the time you’ll be running through maintenance anyways. Phase 3 - All good things must come to an end. At this point in your life, most of the station is on fire. People are panicking, Command is contemplating calling the departures shuttle. Everyone is blood-thirsty. Throughout the length of your tour through the station it would have been inevitable that you got nicked a few, or even quite a few times. That’s okay! Because it’s our job to give the station a fight to the death. It is incredibly important that you die in a direct confrontation with the station. This is important because the fact is, you were going to die at some point anyways, and you have nowhere to go besides towards bloodshed. So make the most of it and die to a fortunate crew-member so that the crew can properly digest the damage you’ve done to them. Tips, tricks, and things to keep in mind. * Smash and drag water-tanks for protection and as a weapon to slip up those who are hunting you. Water-tanks are one of your most important tools. * Because you will most likely be smashing through every wall in sight, it also comes with the penalty of crew being able to follow you practically wherever you run to. Try to minimize smashing through walls and open doors instead so that crew have to fight for access. * Don’t chase people, don’t even make it your mission to specifically kill people. You’re going to end up killing people, but don’t go out your way to kill people. * Do not nest. Nesting does not work as PoT. * Do not go into space. You’ll probably get stuck and look silly. * Do not be-friend crew. You’re a blood-thirsty spider. It’s not cute or funny to stop attacking people and start trying to be some sort of diplomat.
    1 point
  7. I guess you could say, they put a little of themself in every meal (Ba-dum-tsss)
    1 point
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