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Mrs Dobbins

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Everything posted by Mrs Dobbins

  1. IC, its not that simple. An autopsy is an incredibly complex process that requires a professional. I'll accept that as detective you can pick an extra skill (same with any profession), and as long as you say that you know nothing about engineering, science or whatever you can do basic medicine and autopsies, provided you give some IC justfication for knowing how to do it.
  2. Plus the roboticst should probably have a cartridge that gives them all notifications which the bots give (aside from secbots) and allows for them to order the bots around- The first thing I normally do as roboticist is get research outpost access to make tons of tricord. Being able to order medibots back to you for refilling would be awesome. Discobots that play fitting music and dance would be cool too
  3. I do quite like the idea of sec having a tame paperpusher, but the warden's remit is to play dispatch, make sure the paperwork is in order and to give out guns. He needs a monitoring computer, but other than that, I fail to see what giving sec a paperwork writer and dispatch monitor would achieve
  4. Some of the marines have some interesting fluff, but I just don't find supersoldiers that interesting, plus on the table they are utterly middle of the road My old Marine army which i sold years ago was an Imperial fist based chapter. IMO, the Necrons, some of the better guards regiments (I saw one that came straight out of the film Zulu), and Father Nurgle have the best fluff.
  5. When I said TEH ANGRY MARINES, i meant any 40k meme from /tg/ other than moaning about the 5th edition marine codex, which was an ultramarine circlejerk when everyone knows imperial fist based chapters are the best. EDIT: I don't hate /tg/, some of their homebrew codexes are brilliant, but if I want /tg/ humor I'd go to 1d4chan ( it has a pretty good ss13 page as well)
  6. How can you even compare the fishfaced space commies and Edgy space elves of angst to glorious catholic space nazis?! Green is okay. Marines are just straight up boring. Due to the fact that everyone and their grandmother starts out with them they are baseline. I run an IG army, tallaran desert raiders ( think Dune meets lawrence of Arabia) and a tau army, I'm tempted to cell the tau and get dark eldar. ADR, please stop with TEH ANGRY MAHREENS.
  7. Went on it, Population 1. Me.
  8. Going onto the new server, but I second the Unlist thing. Seriously. It is nigh on impossible to play on with the lag and greytide.
  9. Please explain that whole last bit. I don't understand what the hell you said. I'm saying that Battlefleet gothic, which is a space-based naval game in the vein of Starfire is far superior to the original warhammer 40k game, although I only know like 2 people that play it.
  10. Did you remember to thin your paints? Besides, IMO the games are no real alternative to actually having the minitures, plus Space marines are nowhere near as cool as Tau or Dark Eldar, and then the base game is nowhere near as cool as battlefleet gothic.
  11. To be honest, in my opinion, the best way of antagging is to keep going at it until something sticks. Use your imagination and the tools available to you- don't be worried if it dosen't go to plan the first view times. Being a no-good dirty traitor takes practice. You should still be familiar with the game- a few weeks of play mixed with a lot of reading of the wiki should do it. You don't need to be robust. I'm exceedingly unrobust and I still can get dat greentext. Traitoring is difficult, but when learnt and pulled of successfully is one of the most fun things ever. It can be so intense, that I can barely type because I'm shaking so much.
  12. I watched the game grumps playthrough of Sakura spirit if that counts?
  13. 1. Panic that your shit at traitoring. 2. Come up with some over complicated plan revolving around mindslave implants and the engineering outpost. 3. Also buy a voice changer and agent id card. 4. Set the agent ID card to say 'alien queen'. 5. Say anything over the radio 6. Somehow get found out in the panic. 7. Be chased into the engineering outpost by the HoP 8. Mindlsave implant him. 9. Have him complete my objective whilst remaining hidden in the hard suit on the engineering outpost. 10. Feel a sense of mild satisfaction at being able to salvage a plan and have other people complete my objective.
  14. IMO, I kind of want the mechanic to become more of an EVA control officer. You make a large public storage of EVA gear. Its his job to ensure that all of it is maintained, making sure everyone is prepped for EVA and opening airlocks.
  15. I'm updating the syndicate items page, but I would be happy to flesh out more articles. EDIT: I've done a page for EVA, and I will add an image to it when I can onto the server, which I should be able to do later today.
  16. Those do all look pretty cool. Do they still have the energy walls that pod bays had? I never understood them. Why would you have traditional airlocks in the rest of your space access, but then have some kind energy wall that holds the atmosphere in. I'd rather have a big airlock for pods. And a big market space like the one Goon has looks like a good general podbay, and then a few dotted around the station. Your designs look very close to what i would like.
  17. What is the mechanic's role at the moment? Because as far as I can tell, all they do is a build a pod and then go off into space or help engineering do external maintenance. So far, without whining to robotics for new pod cores, once they have their pod, the mechanic is out of a job. Most of the time, the mechanics office ends up being broken into by bored engineers and atmos techs. I suggest that the big unused corridor North of cargo be turned into a pod bay. In the pod bay, two or three pods and a few miniputts are parked for use. Mining also gets a pod. ( with this, I suggest that more smaller asteroids are added, and pods are used for getting around and mining). The pod upgrades system would work in a similar way to the robotics system. Parts are produced in a fabricator, and then the pods access panel is crowbarred, and the new part is inserted. Parts would be pretty so similar to the mech parts. Stuff like RCDs, drills, weapons, cargo bays and sleepers. I suggest the mechanic's office be expanded, and they get a circuit fabricator, a pod part fabricator and full electrician's gear. They should be in charge of building new pods from scratch, and be better at repairing the stations electronics than an engineer. Engineering should still be able to repair electronics without a mechanic, but less effectively. This would hopefully make the mechanic's job more fun, and make pods important. Tl;Dr mechanic becomes more like an electronic engineer and is thus useful, and pods become more like mechs in space. EDIT: what about keeping electrical engineering in the engineering job, and making the mechanic into more of a person responsible for all of the pods, so they are responsible for keeping them repaired, upgrading them ensuring that they are all returned to the roost, and launch control. (maybe from a mass driver, as flinging pods into space is cool)
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