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Showing content with the highest reputation on 11/22/2022 in all areas

  1. if you take xenomicrobes and turn into an alien and then there's an actual alien infestation, I think its perfectly valid for the crew to kill them. This is just the tradeoff of taking xenomicrobes, if said person doesn't want to be ganked during a biohazard they should just avoid taking the xenomicrobes.
    2 points
  2. This feels like its in the same realm as putting a collar/name tag on a terror spider. I would be against a feature like you're suggesting and there's a few reasons for this: A need for a snowflake in a check for both proposed solutions If you take xenomicrobes it, it's intentionally designed to change a crew member into an unidentifiable horror space alien. The proposed change goes against the idea of xenomicrobes being a horrifying bioweapon that traitors can use against their targets or unsuspecting explorers ingest which results in them being hunted by their own colleagues and possibly causing station panic. Explorers will be more inclined to take xenomicrobes because they know they're less likely to be killed; being able to be named validates this behavior Dying Permanently because you made a rare lethal mistake or choice with heavy consequences for your own biology is perfectly fine and should be more accepted
    1 point
  3. Name: Hafnium Age: 25 Gender: Female Race: Plasmaman Blood Type: N/A Height: 6’10” (208.28 cm) Languages: Gutter (Native), Galactic Common (Second) Biography: Much of Hafnium’s early life and childhood she has refused to disclose. What is known is that Hafnium was found in a modified cloning machine as an infant by a smuggling ship; when she was first found the machine was holding her in some form of stasis, but she was awoken by the smuggling crew who decided to raise her. As the smugglers were almost constantly working and talking in Gutter, this actually is Hafnium’s native language. At one point in her childhood, around eleven years old, Hafnium’s hands were replaced with synthetics to allow for easier manipulation, and she began working with the smugglers, rather than just living with them. Around the age of sixteen Hafnium began to work aboard a Nanotrasen station as a cargo aide, helping to move crates and boxes, and it was discovered later that during this time she also began an unofficial internship with a xenobiologist aboard the station. After two years of this work and her promotion to a fulltime cargo technician, an accident involving a gravitational anomaly caused her to lose her left arm, which needed to be replaced with a fully synthetic arm. About a year later, she began to officially work under the xenobiologist on the station, who claimed she had a natural aptitude working with slimes, even without formal training. After working on the previous station for roughly six more years, Hafnium transferred sectors to where she is now. Qualifications: While Hafnium has no official schooling, she has had a substantial amount of hands-on training in labs, especially xenobiology and working with slimes. She also has a considerable amount of experience working with and moving heavy cargo. Employment Records: Hafnium first began working with Nanotrasen at the age of sixteen, where she was an assistant to the cargo department on a small station, as well as the unofficial intern of a xenobiologist aboard the station. After three years of working there she was offered an official internship and continued to work on the station for the next six years before transferring to the current sector. Security Records: Hafnium’s security records are something of a mess. There are numerous different bounties that are out on her head, with clients ranging from Kidan clans to Unathi tribes, and demands ranging from wanting her brought in alive to wanting the relic presented to the client, with her head alongside it. Most bounties that have been put out on Hafnium are years old, and seem to have been withdrawn by now, or possibly accepted. Medical Records: Medically speaking, Hafnium is unique among most other Plasmamen due to the presence of a skin-like tissue covering her body. The reason for this is a mystery, and the best guess that Hafnium can give is that it has to do with the machine that she was found in. While this is an interesting anomaly for her, it is noticed that it seems to have little to no benefit to her, primarily causing her to look different than most others of her species. The only other differences noted between Hafnium and other Plasmamen is that she has partially gained taste buds, but these seem to be particularly weak, only able to taste powerful flavors. Other than that, her skin has no true benefits, it reacts the same way to oxygen as normal, is just as easily burnt, and gaseous plasma is able to pass through the skin with ease. From a mental health standpoint, Hafnium has been diagnosed with a number of mental difficulties. It is important to note that she has a therapist that she sees outside of work hours, and rarely if ever trusts the onboard psychiatrist enough to see them while she is working. Employee Photo: Art by the amazing Drakeven!
    1 point
  4. I'm arguing back when people make their arguments? How is that unnecessary? I posted the thread, i want to defend my ideas. Why the fuck is this category titled "Debates and Discussions" If I'm not allowed to debate things? Ironic that you want to have go at my conduct when I've been fairly respectful and made it pretty clear I'm here to discuss this small issue and the bigger idea, and not to delve into mild personal attacks or anecdotes - like your staff. I now understand this forum, and your community is not the place to discuss ideas in a respectful manner so I'm very sorry indeed. Also, its common sense that someone is possessing a drug INSIDE their system? (to have and hold as property - to have as an attribute, knowledge, or skill. - or to seize and take control of) Also hilarious that you would slap me a Discord ban, for this post and subsequent complaints. ¯\_(ツ)_/¯
    1 point
  5. I've been bandying this idea around a bit, I know similar ideas have come up in terms of a one-time-event, but I thought it'd be worth fleshing out into a station goal: The basic Idea is that the goal requires the creation of as much food/drink as possible, of any kind. The intent is to have a station goal that changes things up, and doesn't require engineers (though they can help, of course!), and involves more of the crew: namely botany, chef, bartender, and even greytide going ham on the garden, maint pizzeria, etc. Humanitarian Mission A relatively nearby planet is experiencing drought and crop failure, and thus is having a major food shortage: NT will be sending a special refrigerated cargo shuttle to the station for the crew to load down with as much food and drink as they can prepare. The people of the planet will be sending back local goods as thank you (the more food, the more goods! Similar loot to a Sol Trader, minus any food or beverage things of course). It will dock at the public docks, not the cargo bay, and the shuttle will take scheduled trips (so you can play around with the loot you get, and can join in even later round). Variations: Refrigerated shuttle too much of a pain to code? Instead CC sends (via cargo, like the other station goals) a simple to set up teleporter device that transports the food and drink where its needed, and in return generates points that can be spent on rewards from CC, or it could allow for packages sent from the planet with drought and crop failure containing goods along the lines of the Sol Trader goods as said above. Rewards could also include things like rare seeds or powerful plant data discs, or even unique crop seeds from said alien world (I have a whole bunch of ideas of random special plants that could be created, unique to this goal's rewards)
    1 point
  6. I am responsible for 0.454% of all deaths
    1 point
  7. As many of you know, it really isn't a secret, staff place a phrase within our rules which we use to verify that a user has read the rules entirely. If you didn't know, then surprise! There's a phrase we've hidden there to do that. What most of you don't know, even though it is a bit of common sense, is why we use this method of verification when its rather easy to by-pass. All you have to do is go to the appeals section and read a few to find the phrase pretty easily, saves time on reading right? Well here's why its a very bad idea to do so. It cheats you, not us. People may think they're pulling one over on us by not reading the rules and providing a phrase from an appeal however, all it does is make things more difficult for the individual. When they break the rules next, which they will, and they're back in the appeals section asking for another chance, we're gonna ask why they'd broken the rules despite having read them (Especially damning if the offense happens close to a recently accepted appeal). If they say they've read them, then we think the individual is unwilling to follow the rules which tanks their appeal. If they said they haven't despite providing the phrase, they lied to us in their previous appeal, also tanking the chances of them getting the next appeal accepted. Either way, it just serves to screw them over and not staff. Anyone caught in a lie can tell you how difficult it is to regain trust afterwards and Staff are naturally suspicious when it comes to individuals who violate the rules, lying to us is just a surefire way of making sure you don't play here. We also will, from time to time, change this phrase in the rules, not only to ensure they're read but to also make sure that individuals who slip up from time to time (Hey it happens to all of us, we're human after all) will refresh themselves on the rules. So don't take the easy way out. Read our rules fully. The easy way is just going to screw you over later and we want you to play here and have fun, not forced to sit outside the party because you were too lazy to read.
    1 point
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