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Citinited

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  1. Citinited

    Shadowlings

    Yes let's make another useless poll on the new roundtype that half the serverbase won't have seen yet. Yeah that sounds like a great indicator of whether the gamemode should stay. Seriously, ask this in a week or two when we've had time to, you know, actually playtest the roundtype. (I know its a thing on tg but their atmosphere is different to ours.)
  2. Mass summon guns is a problem with the validhunt mindset that many of our players have. While I'm not sure that making it into a "mass make traitor" spell would be a good idea, giving a tonne of guns to the station will be the downfall of any wizard. Keep the gun spell, but wizards should know better than to waltz onto the station after they armed the crew with heavy weaponry. If anything, it'll teach them precisely why not to use the spell. (And any sane wizard will just not use the spell.) We're not tg. What's fun there may not necessarily be fun here.
  3. Make it so it has an ever increasing probability of exploding after a set number of uses. DO YOU FEEL LUCKY, PUNK? DO YOU?!
  4. I know about those, didn't want to give *too* much away though
  5. Oh yeah, they have to be dead. Editing
  6. 1. Introduction Hello there! I'm Simon Grey and today I'll be running through some pointers for how to do your job as a space pod pilot! This guide is... fairly lengthy, but it covers basically everything that you need to know as a pilot, and has some relevance if you just want to explore space (part eight). Please note that, while this guide is aimed primarily at Mechanics, it also does apply somewhat to Security Pod Pilots (skip to part six if that is the case). SO YOU THOUGHT THIS SHIT WAS EASY?! Well, it is, but there's some details that you might want to bear in mind, to maximise your survival in space. It's dangerous out there! 2. Overview of both positions Both the Mechanic and the Security Pod Pilot cost 30KP and allow you to have a new degree of freedom, which is the one to easily navigate space in a space pod. You're pretty mobile, adept at reconnaissance of anything in space and, in the case of the Security Pod Pilot, you are equipped to take down any threats from space. If you are the Security Pod Pilot, bear in mind that just because you have a spacepod does not mean that you can go off into space to try defeat the syndicate outpost. You are still an officer that needs to enforce Space Law, which means that if the threat is on the station - go and deal with it! 3. Your workshop Your bastion. Guard it with your life and robust anyone who breaks in (or electrify the grilles for the lulz). Here it is: Several things to note: Your cell charger is public. You might want to move it inside, and replace that table with a window or wall. You have all of the materials to make a new pod, but a second one requires uranium, so ask cargo for minerals. You have blast doors covering a podlock leading to space, and another set of blast doors which separates your workshop from the podbay. Use them to prevent people breaking in and flying off in your pod. The space pod locator shows the coordinates of any pod with a tracking device in it, and also shows the name of the current pilot. 4. The spacepod fabricator Your spacepod fabricator is required to create your spacepod. Stick materials in it and you can build all this crap. Here's the standard list of things you can make with it: Spacepod frame (fore port, aft port, fore starboard, aft starboard pod frame) Pod armour (civilian) Spacepod mainboard Spacepod core (requires uranium) By syncing your R&D console, and then syncing your spacepod fabricator with the R&D console you have, you can get: more designs, more efficiency, and reduced build times. In addition to the basic pod parts (frame and armour), these items can also be made by syncing: Better powercells (hyper-capacity requires gold and silver) Spacepod tracking system (screwdriver to enable / disable) Spacepod weaponry! These come in lockboxes and the laser system requires gold and silver. 5. How to build your pod First things first, insert all the glass, all the plasma, and all the metal into the spacepod fabricator (but keep five metal back). 1. Fabricate all parts of the pod frame and the civilian pod armour. (You can add them all to the queue to save some time.)2. Drag and arrange them so that they make a pod shape. (fore port at top left, fore aft at bottom left, etc.) By clicking a part you can rotate it. 3. Wrench each part into place. (You can walk over an unwrenched part) 4. Use 10 metal rods on the unassembled frame. 5. Use 5 pieces of cable on the spacepod frame. 6. Screwdriver the frame to secure cable. 7. Insert the spacepod mainboard. 8. Screwdriver the frame to secure the mainboard. 9. Insert the core. 10. Wrench the core to secure. 11. Use 5 metal on the frame. 12. Wrench the metal to secure. 13. Weld the spacepod. (Use the welding goggles you're given!) 14. Attach the pod armour. 15. Wrench the armour to secure. 16. Weld the armour into position. Congratulations, you have created a spacepod! 6. Spacepod maintenance Loathe as I am to say it, your job description is not merely to piss off into space and die on the syndicate outpost. You also need to maintain and repair the various spacepods of the NSS Cyberiad. Here's how to fulfil that. Recharging cells and replacing parts Pretty easy. First, crowbar the pod to open the maintenance hatch. Then click the pod. This will bring up a menu that allows you to remove any internal parts. Select the energy cell to remove the dead powercell, and then insert a new one. Crowbar the pod again to close. To insert a part, just click the spacepod with a valid part in hand. Repairing a spacepod This is also easy, but you will want eye protection. Crowbar the pod to open the maintenance hatch, then just click the spacepod with a lit welder. This takes a lot of fuel, so make sure you're near to a fueltank when you repair one (luckily you get one in your workshop!). WARNING: DO NOT BE AN IDIOT AND BLOW YOURSELF UP WITH THE FUELTANK! Remember that if your pod drops to 0% integrity, it will be unable to be repaired. If it sustains more damage beyond that, then it will explode, so do be careful and don't screw up your pod. 7. Tips on not dying in space So you're mobile, and bound for the stars. Great! Here are some tips for maximising the experience. ALWAYS carry a spare powercell (or two!). You do not want to have to abandon your precious spacepod just because it ran out of charge. Remember, there is a cell charger on the DJ station, as well as the mechanic's workshop, the spacepod pilot's bay, and around the station. You can check power levels on the 'status' tab, and can replace pod parts without having to venture outside. Bring a crowbar so you can replace cells and whatnot. If you can get a GPS unit from science, do so – it'll prevent levels of frustration unbeknown to non-pilot crew as you try to navigate back to the station and somehow always end up back at the derelict z-levels are psuedo-random, in that crossing over the edge of one will always lead to the same z-level. This means that you should be able to remember where things are in space, but don't forget that the connections are reset every round. Your pod has lights; turn them on in the 'spacepod' tab. Spacepods can take a single passenger. Lock your doors in the 'spacepod' tab to prevent unwanted boarders. If you click-drag a dead person onto your pod, you can pick them up – perfect for rescuing dead crew from space! Your spacepod has its own air supply, so don't be afraid to smoke in the comfort of your own spacepod. Removing the powercell from your spacepod when you leave it in a place for longer than about five seconds serves as a first line of defence against pod theft. Don't forget to pack a snack or two so you're not doomed to diona-levels of runspeed. 8. What's in outer space? Well, that's a big question, and one that you might enjoy finding out if you explore! However, here's a couple of hints as to what you can expect. (This is not an exhaustive list) The Derelict The Derelict is a large, Russian, abandoned station near to the station. Among other things in its ruins, it contains: two spacesuits and two suspicious toolboxes, a police baton, an intellicard, and Officer Buzzsky. Buzzsky does NOT like visitors, so be warned. In close proximity to the Derelict is the syndicate outpost (south of the SE solar), where many space explorers have met a quick end at the hands of the robust turrets on it. If you head south of the chapel mass driver, there is a teleporter you can use to get back. West-ish of the Derelict's northern side is the DJ Station, where you can enable a telecoms relay to establish a link to the station and spy on command. (And order pizza and smoke the cigarettes that are located there and look like a badass with the tactical turtleneck.) Engineering Outpost Where engineers go to hide from nuclear operatives and skive from work. It also is frequently used by cultist engineers who want somewhere to hide from prying eyes. To the east of the outpost is a huge construction site, and there's also a… drug lab near to the outpost. Telecomms The telecomms satellite can be accessed from space, but unfortunately you can't do much on the main satellite if you don't have access. You can hack your way in to get to the telecomms teleporter, which serves as a way back to the station. Northwest of the telecomms satellite is the fabled white ship, a large medical vessel equipped with: a medical hardsuit, a black and green spacesuit, a retro laser, various powercells, a health kit, a large oxygen tank, and more. The ship itself is full of air and entirely habitable. On the southwest side of the ship is a podbay - you can open and close the blast doors to manoeuvre inside of the ship. Southeast of the telecomms satellite is an adandoned teleporter, which has some nice loot like a pair of gloves and an intellicard. You could also try to get it up and running, which requires constructing an APC for it. The Asteroid This is the large rock where miners go to mine the minerals R&D is so reliant upon, and scientists go to unearth deadly artifacts that kill you in ten seconds flat sometimes useful artifacts and not-so-useful fossils nothing, RIP xenoarchaeology. There's an abandoned mining outpost on the NW side that contains (thankfully) dead xenomorphs, along with a spacepod, a black-and-red space suit, and a xeno suit. You can also nick a mining drill from cargo and go hunting for artifacts in the stone-cold asteroid. Other risks Outer space is not all fun and games, though. Remember that carp spawn in proximity to the station, and will attack your pod and damage it. If you're the Security Pod Pilot, it's your job to take out those pesky carp, so change out the tasers for lasers and go hunting! (Two lasers kill a carp.) Remember that the syndicate outpost also shoots at your pod and will take it down in a matter of seconds if you don't perform evasive manoeuvres. Outer space is cold, so don't forget to gear up in suitable equipment beforehand. 9. Closing thoughts Well, that was a long guide! This should be all the information you need to perform your job to a satisfactory level, as should be expected from a job that costs 30KP. If nobody else is using pods on the station, then feel free to have your own space adventure, listen in to command on the DJ Station, start a space-born drug cartel, or whatever you fancy! The stars are the limit. Anyway, that's all from me, hope to see you all soon! -Simon Grey, Pod Pilot
  7. Prepare for people to ask "Hey what's AOOC?" in OOC and get b& :3
  8. I'm not sure I follow. Do you mean, like, an additional room between the big tanks and atmos where you have to actually build piping to connect the big tanks to atmos (but still have the big tanks exist)?
  9. The problem with these particular plasma griefers is that they use throwaway accounts, making bannings ineffective. Something does need to be done, though. Temporarily removing the plasma from the atmos tank might have to be the solution, even if it's not a good one.
  10. Self-explanatory, could help against the recent influx of plasma greifers the server's had, and while it might not help that much it's a lot better than just introducing a whitelist to the position.
  11. Name: Fawkes Age: 21 (DOB: 22nd July 2539) Gender: Male Race: Plasmaman Blood Type: None General Occupational Role(s) Support: Spelunker Science: former Xenoarchaeologist, Plasma Researcher (Current) Tourist Biography Nanotrasen does not have much information on this Plasmaman from before they worked aboard the NSS Cyberiad. What is known is that they completed a college course in Planetary Sciences, and later did some field work for Nanotrasen-affiliated conglomerates collecting rock samples and other data for the purposes of plasma exploration. Before February 2559, when seen aboard Nanotrasen space stations, Fawkes was either on business exchanging research materials or, less commonly, touring them. Since February 2559, he has been working part-time aboard the NSS Cyberiad, predominately as a Xenoarcheologist and less often as a Spelunker. Since July 2559, Fawkes no longer works Xenoarchaeology due to budget cuts. He has demonstrated his desire to remain part of Nanotrasen's science department, primarily in the toxins department. The somewhat erudite nature of this plasmaman means that he is a natural fit for Nanotrasen's research vessels, and we wish to see him grow with the science department. Fawkes also appears to be interested in gateway exploration, but his motivations remain unclear. Qualifications Degree in Planetary Sciences Comprehensive Field Safety training, along with extensive field work Basic construction training Employment Records [CLEARANCE: SECURITY] Security Records Fawkes appears to be a pacifist as they are demonstrably non-violent and prefer to resolve things peaceably. May only fight in self-defence. This is, however, not the case with hostile lifeforms such as those seen on the asteroid near the NSS Cyberiad. He appears to be somewhat loyal to those he feels he "owes something to", but is on the whole is not particularly trusting. Fawkes exercises considerable self-preservation, probably as a result of being difficult / impossible to clone. Fawkes has been the sole survivor of station-ending catastrophes no fewer than three times. He appears generally supportive of Nanotrasen, and has not taken part in any overtly seditious activities. [CLEARANCE: MEDICAL] Medical Records Do not remove suit or plasma tank under any circumstance! Subject has a robotic right arm, robotic left leg, and robotic right leg (all Zeng-Hu Pharmaceuticals-branded). These have since been replaced. No other medical conditions or addictions observed or stated. [CLEARANCE: HR] Employment Records 2557/08 - 2558/09: Astrogeological fieldwork located on multiple celestial bodies in the Tau Ceti system. 2559/02 - 2559/07: occasional Spelunker and Xenoarchaeologist (NSS Cyberiad). 2559/07 - 2560/01: Spelunker (NSS Cyberiad). 2560/01 - : Plasma Researcher (NSS Cyberiad) Personnel Photo ((Grey plasmaman suit, which completely obscures Fawkes' body. Behind the purple visor of the helmet, you can see a pair of dazzling purple eyes.)) Commendations [only to be added by admin] Reprimands [only to be added by admin] Other Notes
  12. Stupid Nanotrasen with their stupid bureaucrats and their stupid red tape
  13. Atmos techs need access to tech storage for anomaly fighting gear and whatnot.
  14. Combat is something which I've seen quite a few people complain about in OOC, but I haven't seen any threads trying to address it. So here's one. Currently, combat is almost entirely based on: who can click faster, and who has better luck. This is bad for a number of reasons which I won't go into, so I propose a couple of changes: increase click delay on player-controlled mobs to something like 1.5 seconds, or have a cooldown period where more attacks are weaker. This would help to combat the problem that faster clicks = win. It would also depower stuns, which still remain horribly broken. Remove "misses" entirely (by this I mean the annoying mechanic whereby you sometimes completely miss your target). This would make combat less RNG-based. Change how different intents work. Disarm intent shouldn't instantly push your target over if you are lucky, it should instead first disarm them if they are carrying anything, then push them over. Help intent should sometimes block melee attacks. Make disarm intent fling the carried item away from both players, preferably onto a different tile from either combatant. This should remove the situation where you can disarm push someone much more armed than you and then robust them with their own weapon while they are powerless to stop you. Hopefully these changes would make for a less flawed combat system. Thoughts?
  15. PLEASE NO. NO. NO. FUCKING NO. Farting humour was amusing when I was six. We are NOT that age. It's also impossible to mute unless you mute the game itself, and unlike *scream it serves absolutely no purpose other than toilet humour.
  16. The electrical map overlay will have a 'THE SINGULARITY IS ACTIVE' message, as well as info about the field-strength and the emitters. I'll consider giving them actual cam-access to the singularity. Not sure about that one. Being able to determine if an emitter / collector is off would be highly useful.
  17. That's a great drawing! Needs more gun, though. But still awesome. :3
  18. A singularity telescreen viewing thing would be nice.
  19. johannhawk confirmed greytide --- I got bored.
  20. Grandmaster Droid :3 Always a pleasure to have in atmos.
  21. Hehe, I'd totally be up for having addictions as something you can select! On the subject of addictions, how about a 'no addiction' gene? You can still OD on drugs but you would be unable to becom addicted to anything with the gene.
  22. He's not addicted to meth and krokodil, he just uses them on occasion for fun. Maybe if I end up being a total junkie I'll note down addiction. Nicotine, on the other hand, is something he is totally addicted to.
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