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Showing content with the highest reputation on 07/21/2021 in all areas

  1. I feel like a majority of the people here are missing the root cause of bridge hoboism, it's not mapping or players just being shits, it's the jobs being boring. I mean, hell, if you can get more job engagement on fucking /tg/ where all they want to do all round is kill the bad men you know you've done something wrong. Our jobs are archaic to say the least, I don't think they've even been touched since release despite a few minor changes here and there, but I don't think any of the major systems have been touched in any substantial way (to may knowledge) other than maybe shaft miner and engineer. Obviously, Bridge Hoboism is low-roleplay and annoying, but I feel as though if we want to solve the bridge hobo problem it's not through rigid enforcement or reprimand, it's giving the bridge hobos something interesting to do.
    5 points
  2. Felt like doing stuff so I made this piece, inspired by one of @punkalope's doodles they have in their own art thread. Seeing other people's work is always inspiring. Wasn't sure if I sure post it there or here. Anyways, hope you like it.
    3 points
  3. Name: Korval Kellar Age: 21 Gender: Male Race: Unathi Blood Type: O+ General Occupational Role(s): -Chief Engineer -Engine Technician -Roboticist -Surgeon (Part time) -Researcher -Seasonal Captain Biography: Kellar was born in a small town on Moghes, in the year 2544 AD. Lived there for 17 years. At age 16, both his mother and father disappeared due to unknown reasons. Clan related tensions are suspect. For the next 14 months, Kellar earned his keep by building machines from scrap metal and selling them to anybody who would buy them. Eventually, he was taken offworld by a vox. Together they dealt in illegal arms trade. Kellar was designer and builder and the vox was the salesman. Despite gaining a respect for each other, the parted ways when Kellar was 19 years of age. At the age of 20, Kellar enlisted with Nanotrasen in the engineering department. Over the next year, Kellar branched out to other fields. Qualifications: Kellar has no recorded official qualifications outside of Nanotrasen's own certifications. Kellar's certifications include: Basic through Advanced command. Basic through Advanced Supermatter design and operation. Basic through Advanced Supermatter instruction. Basic through Moderate atmospherics operation. Basic certification in atmospheric design. Basic atmospheric instruction. Basic through advanced engineering. Basic through advanced engineering instruction. Basic Internal Affairs. Basic through Moderate first aid and general medical action. Basic through Moderate surgery. Basic through Moderate in robotics. Employment Records: During Kellar's time at Nanotrasen, he has recorded numerous hours in different jobs. These are ranked from highest to least. -Chief Engineer -Engine Technician -Station Engineer -Medical Doctor -Surgeon -Atmospheric Technician -Roboticist -Scientist -Shaft Miner -Internal Affairs Agent Security Records: Kellar has no criminal record aboard the NSS Cyberiad, but four warrants are currently out for his arrest in three different systems as a result of his history of illegal arms dealing. Medical Records: Hight: 5 feet 9 inches (1.75 meters) Weight: 175 pounds (79.4 kilos) Kellar's shortness appears to be genetic in nature. Kellar claims it is a result of genetic experimentation on his great grandfather in an attempt to produce a more apt mining subject. Supposedly it was passed down through the generations. Has reported being hard of hearing on several occasions. It is unknown if this can be linked to his preferred profession. As of his last observation, Kellar is in good physical health, but has been reported of having some signs of early depression. It is theorized that Kellar avoids sinking into a deeper depression via his work, but the validity and effectiveness of this is questionable. Therapy and close observation of Kellar is advisable. Kellar has been advised to carry a small plushie with him during regular hours for comfort. As of latest update, Kellar seems to have lost his depressive symptoms, but observation is still recommended. Personnel Photo:
    2 points
  4. moar Commission for @Zergspowerof their character Izla with his partner (who belongs to Baltistia) Nika !
    2 points
  5. ^ angel, who stands on my post and shouts confusing things or something hello!! I'm Tea ^^ iiiii am not exactly new at this point but I figured since my friends made threads I should too, so hi!! hello!! hai i started playing a little bit back in err... december ish? I think? And have only become more active in the past few months. I don't play too often since I tend to get too scared sometimes and just observe spend most of my time drawing or playing other games, but I always try to play over the weekends ! i am kind of baby 'cause of that, forgive me ive been roleplaying for a pretty long time (i have an embarrassingly long list of places i have roleplayed on as a kid to teen), took a break in my mid teens and para finally got me into it again and i've been having fun! i have a few characters, but i mostly play Angel Anide & sometimes Malibu Acheflow. I dooonn't know many jobs so I kinda just blink and end up in medchem all the time, but I wanna push through my anxiety and try new things eventually!!!! i tend to draw like, a lot, cause rp makes my brain go brrr so i have an art thread too if you wanna check it out ! SO UH YEAH!! sorry for the rambles but hai!!!!!!!! ^__^
    1 point
  6. You're welcome, glad you like it.
    1 point
  7. WHAT!! OMG!!!!!!!!!!! this is literally SO CUTE OH MY GOODDDDDDD TYSM aaah!!!!!!!! ♥❣ your art is so fun, i absolutely ADORE your pixel work too!!!!! makes me really wanna try making some myself sometime ;v;
    1 point
  8. I'd just lie on the floor realizing that I hate my life and sooner or later some Russian man is going to turn me into a cluwne.
    1 point
  9. I'd move changs, please don't just gut it. There's a few decent places I can think of for it--and I'd like to think it'd be something out of the way.
    1 point
  10. Regarding map redesigns, I recently played a shift as a "freelance enigneer" (citizen with a toolbelt) and I spent my time constructing a new hallway to help connect the Dormitory area to the rest of the station as a "proof-of-concept" test. There is already a nice double-wide, straight maintainece tunnel between botany and the library. I added lights and flooring, then extended the hallway to the west until I reached the maintainence door under the Holodeck. I kept the hallway two tiles wide, instead of the usual three, because I didn't want to encrouch on existing rooms. I opened up both ends and moved the airlocks to allow access into the remaining maintainence areas on either side of the new hallway. Then added some decorative features, like vending machines, plants, and windows into adjacent rooms. .... I really liked the results. It looked natural and acted as a nice little shortcut between major areas of the station. Best of all, it did seem to increase foot-traffic in the dormitory area. If anyone is looking into features to add to an updated station map to improve flow and discourage bridge hoboing, this would be a pretty simple change. One side-effect of this change is that the maintainence areas for the bar/kitchen/botany/mime/clown become more isolated and cut off from the rest. This is both good and bad for antags. Less foot traffic, but less room to run/hide if someone catches you there. It also does carve out a chunk of maintainence space and reclaims it as active crew space, for better or worse. As a balance, it might be a good idea to add a direct connection between the security maintainence area and the maintainence area below the fore-starboard, in the area east of the holodeck. This would give antags greater mobility without exiting into a potentially busy corridor.
    1 point
  11. Worst part? I was the captain.
    1 point
  12. Reappearing two months later! Here's a gift(?) I drew for my good friend @SlimeBirdto celebrate Chikitita Day. <3 Based on the painting Saturn Devouring His Son.
    1 point
  13. More post-round doodles. Fiona Phillips and Angel Anide working together to be horrible horrible influences to Tidal (underage drinking) at Idunn's horrified and panicked expense.
    1 point
  14. More art I'll throw here as well! Drew my girlfriend's diona, Embrace of Destiny Under a Lonesome Sun. She exists to lie about cowboys and hand out nerf weapons. Diona gestalt wearing a tree trunk head with sunglasses Art of my vox chikitita and my friend's drask viisk-hoorm-vroo swapping bodies drawn from a joke after watching a bodyswap movie Jakki Rockatansky drawn for @Jakki's birthday and my friend's drask in 2000s red carpet clothing. Why were we so obsessed with jeans.
    1 point
  15. Some art of my character lately \
    1 point
  16. God imagine being antag here.
    1 point
  17. 1 point
  18. The bridge is not a public area. Again... it has terrible positioning, but it is by no means public. The bridge is also not a soap opera, and most times heads don't have the time to run into the conference room for full on meetings--as much as I would love for that room to be used more often.
    1 point
  19. You mean stuff that's well above their pay grade, none of their business and perhaps even classified? The bridge is, admittedly, in a VERY terrible spot on Boxstation. However... this is a mentality we've been wanting to break for quite some time. Many command players find it quite obnoxious, and while, yes, you can say "Just close the front shutters!" (a feature we specifically added to try and curb bridge hoboing) there's a few problems with that. A) Only the captain really has the authority to close it. This is a smaller issue, granted. B) If you, as captain, do decide to close them, you will be met with even worse issues. Between other command staff walking in, going "wtf" and opening them again for next to no reason (research directors do this in robotics too and it annoys the shit out of me if I'm busy), and people spam knocking/ banging/ BREAKING the windows down because their opera curtains just shut on them... it's even more of a headache. This isn't getting into some of the other issues. Part of the reason we had to crack down on meta cliques after a while was because it screws over antagonists--large groups of people congregating in maintenance or public areas often denies antagonists a remote chance of taking on their objectives or converting people. The only solutions often end up being "wait until the leave", which they often won't until its too late, or "attack and kill ALL of them at once, in public". Do any of these sound ideal to you? I don't think so. The same problems apply to bridge hoboing, a problem debatably even worse because it's in full view of command staff, a hop-skip-and-jump away from the brig, and jam packed with other people. There are several other places to hang around in, that aren't as public or secure, and don't cause as many problems. Some of those areas could certainly stand to be made more interesting, perhaps... and I hope that's something we look into, alongside disencouraging people from hanging around the front of the bridge. Perhaps the bridge could be moved somewhere else, with windows only looking out into space. If command wants to interact with crew, they very much have the means to do so on their own terms, and there are many situations where that is a must.
    1 point
  20. Some Changelings just wanna run a business. It was so popular, even the Captain and Magistrate bought Armblades for themselves! (Thanks SimPleCitES)
    1 point
  21. Here are some events I give to the crew for them to do during slow rounds, or something to keep things interesting. This line of things will be the build your own shuttle events I run. Had to crew fix up the white ship a few times in the past as an event after docking it at the station. I also have the crew build their own shuttles in order to leave the station.
    1 point
  22. glugruglruguglurgurgughgu (I was murdered via swirlie)
    1 point
  23. Whether you want to cause a delam, or stop one, this guide has you covered. There are 3 types of engine delam caused by different things. All delams create station wide hallucinations to those not in lockers. SINGULO DELAM- the SM collapses into a SM charged singularity when too many moles of gas are on the SMs turf TESLA DELAM- the SM explodes and creates a tesla, happens when the SMs EER is above 5k EER NORMAL DELAM- SM just blows up init So the engine is on fire what now? "Danger! Crystal hyperstructure integrity faltering!" DO NOT PANIC. Don't. Seriously. Panicking is a great way to NOT stop a delam. You normally have plenty of time, upwards of a couple minutes to fix this mess so DON'T PANIC. Grab a rad suit or engineering suit. If the SM chamber is consumed in fire, an atmos suit might be a better option. any protection is better than none. CEs hardsuit is ideal. Engine delams are caused by one of the three properties of the SM. Energy (or EER) being too high, pressure being too high/low OR temperature being too high. Adding N2 to a delamming engine (preferably cooled) will delay its delamination by reducing its energy. bare this in mind. Fire extinguishing an SM will cool it down, useful if you have a second person working on an SM to buy the other person more time to fix the issue. MAKE SURE TO WEAR MAGBOOTS I SWEA YOU WILL BE PULLED INTO THE SM. also, try and place a holofan at the door to make sure all the gas doesn't erupt out and kill you. Firstly, check the SM room itself has power. Someone could have sabotaged its APC so its vents and scrubbers are not operational. Secondly, check that the air alarm is set properly. It should look like this, vents and scrubbers respectively. If the SMs air alarm is online and set properly and you are still delamming, the issue is somewhere else. Make sure someone or something (maybe a meteor) hasn't destroyed some of your pipes, replace missing pipes if you should find them. You should check that the filters are all maxed, on and inputting the right gas. Then check all pumps (aside from gas to filter and atmos to loop) pipes are either maxed OR replaced with straight pipes. Replacing these pumps with straight pipes might aid in slowing or even stopping a delam because it will stop the pumps from clogging. At this point, if your SM is still too spicy you are going to want to scan your pipes. If when you scan your pipes there isn't many moles of gas inside, or even none someone might have sabotaged your loop, dumping your gas into space. You want to find this gas sink and remove it. Then replace the gas in your loop. Now lets talk about the more unique delams - SINGULO Delam SM quote "Warning: Critical coolant mass reached." This is one of the only cases where adding more N2 will not help you, it will only make it worse. If the pressure is MASSIVE you are gonna want to dump some gas. Your pipes are clogged up with the amount of moles and pressure in your pipes, stopping circulation and leaving hot gas in the chamber. So you gotta dump some gas. How do I dump my gas? you have a couple of options 1, you can use the filter at the top left of the SM (on box station) set it to the type of gas you want to dump and it will fill the two tanks that spawn by the SM with that gas. This method is slow so it can be calibrated much easier. 2, you can bipas the four filters at the bottom of the SM, dumping all of the Gas rapidly into space. If you are using this method you will want to have some tanks of nitrogen (preferably cooled) ready to replace the gas. TESLA "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS." If you hear these words over comms you know shit is going down. The SM will start throwing out arcs of energy and creating anomalies. NOTE: THESE ANOMALIES DO NOT DROP CORES. Between 5000 and 7000 EER, if you don't have a grounding rod, the arcs of energy will deal damage to anyone not wearing gloves insuls. 7-9k EER gloves will only partially protect you and machines take damage. 9K+ EER, machines will FUCKING EXPLODE, at this point the SM is very hard to fix without a grounding rod. APCs, lights, freezers, EVERYTHING becomes a BOMB. All arcs can be grounded by one grounding rod as long as it is visible from the SM. To fix this delam, you want to switch out the gas composition of the chamber from CO2 to N2. even partially switiching the N2 for CO2. for example having a 40/60 N2/CO2 mix will probably stop this delam in its tracks. As I said before, adding more N2 is normally your best friend in fixing a delam because it kills the energy of an SM, massively reducing its EER. Make sure to avoid the anomalies. IF IT IS COMPLETELY FUCKED As a last resort you can, RCD the floor UNDER the SM. This will space all of its gas and buy you some time to run away or even muster some supplies to fix the SM. an SM with a spaced tile underneath it will take ages to delam. now onto my favourite part BEING EVIL "I want to sabotage the SM, how mentor?" Don't worry my friend. The engineer, is engihere. (do note, I am in no way responsible for any bwoinks caused by this guide. you gotta be a hijacker to do this you dork) General tips Kill engineers who are trying to fix your delam. Mute the SM on telecomms to stop people from knowing about it happening. Have a plan outside of engine sabotage. yes you can force a shuttle call, but outside of that you need a plan. Supermatter shards explode smaller than the engine one. consider making singulos with them or even dragging them around and throwing people into them. ALL HAIL LORD SINGULOTH! Do you miss the singulo? Do you want to summon the lord back? Pump a shit tonn of nitrogen from atmos to the engine. Yes, nitrogen. why? cos you can cram the most of it into an engine before it starts to delam. As a result nobody will even notice that you are sabotaging it until it is waaaaaaaaaaay too late. It is also a good idea to cool this N2 down before you inject it. Cold gas contracts, so you can fit more into the pipes. you want as much gas as physically possible in the SM chamber. Then cut the scrubbers. Keep pumping in gas. Don't stop. He hungers. HE HUNGERS. CONSUME THEM ALL. Lady tesla's return. Tesla delams are extremely difficult but they result in a massive boom and a tesla when you pull them off. Firstly, get a stable 100% CO2 SM setup with 4k EER+. Secondly, get a grounding rod. Yes. A grounding rod. Safety equipment in my delam? no way! well, if you don't have it you might end up blowing yourself and your SM up, spacing all of your gas resulting in a pathetic tiny explosion of a delam. Thirdly, set the scrubbers to scrub everything except CO2. The CO2 in chamber will now start to build and heat up. causing a massive boost in the EER. now..... run. If you stick around you will be murdered and maimed by a grav anomaly or hyperspeed slime. Leave the pathetic engineers trying to fix your mess die to that. There will be a station shattering kaboom. If you want a quick easy delam without much pizzazz you can place a passive vent in space and connect it to the cooling HE pipes. this will act as a gas sink and cause the SM to delam from lack of coolant. Most engineers won't notice the issue if you do it off screen from the SM chamber and it will delam and it will blow up. Likely forcing an ERT or even a shuttle call. I hope this guide helped someone! leave any other tips in the comments.
    1 point
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