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Lifixs

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Cargo Technician

Cargo Technician (3/37)

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  1. Could we get these things? For sign language it could be used when doing /me. For example "/me :l Where have you hidden the bodies!?" For written language I guess it might be an object toggle? This would be good for roleplaying and give more depth to the current language system.
  2. More Mimes and Clowns would only improve station performance, it is known.
  3. Theres a whole planet where mimes and clowns once lived in not-so-harmony. Each with their own unique cultural tradition and technologies. Geneticists have even identified the clown and mime genes, clumsiness and muteness respectively. Is someone a Clown/Mime *only* because they wear the costume? I don't believe so, its more like an ethnicity than a job. This leads to a disturbing realization: Nanotrasen hires refuge Clowns/Mimes to play up a stereotype for entertainment purposes! :-O So here is my suggestion, make Clown/Mime selectable as a "species". Redesign the previous roles to be more like "Entertainer", "Buffoon", "Magician", etc. I'm currently playing a character (Fortune McAllister) whose backstory involves being of Mimen ancestry but who doesn't always work as a professional Mime. While I can stick to the code of silence and wear the cloths, I still lack the innate abilities given only to professional mimes. I could obviously start the game as a Professional Mime then get a job change, but then I'm at the mercy of the HoP. Edit: I guess no one even wants to touch this idea, not even to shoot it down!
  4. Hmmm, here are a few ideas. I'll try to think of some more later. Origami Paper Box: Multiple colored sheets of paper that can be written on, right click to fold/unfold into a paper model. Invisible Robes: The mime emperors famed clothing made of the most beautiful cloth. Silent Sentinels Trenchcoat: Just a black and white striped long coat worn by the mime peoples most prestigious military force. Bananium can be juiced into Nothing. (The true cause of the clown/mime conflict!)
  5. The mime currently has less unique items/equipment than the clown, this is unfair given their similar roles. So um, add some more please?
  6. How about centcom just automatically recalls the shuttle if conditions aren't bad enough? % of living active crew? # of active alarms?
  7. I've always felt like the nations mode is too rigid in its conception. Its basically every official department for themselves which makes it so predictable and bland. Remove flags, remove assigned nations. When the nations announcement occurs everyone receives a "Voting Crayon". Voting crayons can make a special "National Mark" which the individual may choose the name and color of. Hitting someone elses voting crayon with yours changes their mark to match your own. Everyone must decide for themselves how they will affiliate, declarations of independence follow. The Command Staff may attempt to reestablish order with varying success or declare independance themselves. Victory goes to whichever (name/color) mark covers the most station tiles. Janitor is international terrorist apparently. lol...
  8. I've always wanted a "Space Pirates" mode, but more should be done to distinguish it from Nuke Squad. There should be an emphasis on capturing additional crew rather than murdering. Perhaps they could have a special version of RUM that when drunken turns you into a pirate? Also each pirate should have their own individual objective in addition to the main ones, there should be division not coordination. The pirate captain should have better gear and some way to non-lethally "discipline" unruly crew. Their personal objective should be something really ambitious that the rest of the crew might not go along with. Pirate pets, parrot/monkey.
  9. Instead of using a different map, would it not be possible to batch-remove the items at round start?
  10. Due to a clerical error, none of the supplies ordered for the new NCS Cyberiad were sent. The crew arrive to find a totally unstocked station without even critical equipment. Centcom refuses to acknowledge the issue in an effort to cover up the mistake. Any attempt to call the escape shuttle will be rescinded automatically, lest word get out. 30ish minutes into the round, Centcom will begin issuing arbitrary production/research demands. Each of these comes with a time limit, and the implicit threat of "Involuntary Termination". (Death Squad) The crew wins if they manage to fulfil all the demands OR defeat the deathsquad. Most machines, computers, and infrastructure would remain. But lockers and "loose" items would disappear during this mode. A full list of of exemptions would have to be created.
  11. It would hinge on the NT Rep really, who should be proficient in both. The Secret Inspectors only need to attempt their objective then report what happened from their perspective. Also the IAA's would be available to assist in any investigations, or atleast they should be given their role. If the rest of the crew are crappy at RP and SOP, then they will likely come under investigation.
  12. I considered this, but dismissed it as being too difficult for security to reasonably handle. Though that would be a majestic shitstorm of both bureaucracy and terrorism.
  13. *Round Starts* The NT rep is informed that Centcom has sent a series of secret inspectors to test the stations defenses and adherence to protocol. Several of the crew are randomly chosen to be the secret inspectors, and they are each given objectives comparable to those of a syndicate agent. They are authorized to commit non-violent/majorly destructive crimes in order to achieve their objectives. Their PDA contains an uplink that allows them to order "replica" versions of syndicate gear. (Like toys but much more convincing and harder to identify.) After 30ish minutes the heads are sent a list of the secret inspectors to pardon, and a "report card" is automatically generated based on how successful the inspectors were at achieving their objectives. Inspectors may then optionally file a report to centcom if they witnessed any gross violations of protocol. The rest of the round is basically extended, but with legal aftermath and repairs. Admins can initiate additional threats if so desired.
  14. Robot people should get a speed boost just for drinking the stuff. It could even be used as a regent for special machine-people drinks at the bar. "Tinman" Drink?
  15. Its only a random chance after a certain number of uses. Besides thats why main hallways have multiple doors. Why? Thats more incentive for the chef to do their job. I do not understand your point about doors being meta? When you run into a door that doesn't work, its almost never a random malfunction.
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