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Mrs Dobbins

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Everything posted by Mrs Dobbins

  1. I figured it out. they have to make IPCs the buggy and straight up broken mess they are because IPCs and IPC players are so much better than other people and they need to balance it. Synthetic supremacy!
  2. Skrub. you aren't churning out stimpacks for the officers and drugs to keep the prisoners entertained. DankBrigPhys is still best Brig phys
  3. Double n'arsie Zordon AI core, courtesy of Dumbdumn
  4. Because its a bit slow to use the pipe dispenser. This would be the same as /vg/'s pipe dispenser and is a high-risk item for the CE to toss at atmos. Besdies, every pipe wizard needs a pipe wand.
  5. It said "advanced forensics technician training" Also the point of space law being simple is moot. IC, law is a bit more complex than it ooc, but e again, it doesn't really matter. it's still nice to have characters who are older and doing more complex stuff. Dank droid is 53 and is only a pipe wizard.
  6. Because the average medbay player dosen't have enough brains to spread on a single biscuit, if you get put offline as an IPC, you have NO CHANCE WHATSOEVER of being revived enough, because most medbay players just shunt the blind gibbering machine off to robotics when they should be fucking doing eye Surgery and fucking liquid solder to use on the IPC to fix them up, but no, all of medbay is too busy ERPing or being stupid to understand the "complex nuances" of IPC revivial. But I digress.
  7. Blimey, 21 years old and is already an expert forensics technican and knows the law well enough to be a judge.
  8. Dobbins used mimic! Dumbdumn5 is confused, it may hurt itself in its confusion! Alpha
  9. I raise a pair of black gloves, intelligence with hiding bodies and civvie jumpsuit or something to leave fibres. Another idea- the ability to mess up crime scenes by sweeping over them with an arm or something. This would leave partial fingerprints- causing there to be multiple suspects.
  10. On /vg/ MoMMIs have a choice of where to spawn and they still get drones on the main station.
  11. Mrs Dobbins

    Drones

    On /vg/ MoMMIs (drones) can spawn on their derelict with a 0th law which means that they can't leave the derelict. In theory we should be able to work on the construction site as drones (if the mass drivers were working), but since drones can't drag stuff, then its hard to do atmos as it involves going back and forth. I'd like a new Z-level for drones to build on, maybe with an asteroid to build their creation into. The drones would start on a ship that has an R&D facility to print off machine components and circuit boards and some fluff items (drones need a home). This would provide a nice thing to do for people that are out of the round and just want to build. When a dead player hits the "become a drone button, a dialog will flash up asking if they want to be a maint drone on the station or a construction zone on the new z-level. Drones that join on the construction Z level have a choice of To encourage the drones to be productive little von-neumann machines when they start up, a message along the lines of "Nanotrasen has sent a construction ship out to this asteroid to build a base. Build a facility for use by humans in mining, R&D etc. In order to exploit the asteroid and build more effciently, ship/asteroid drones will be able to pick module in a module machine- they can change module again every 5-10 minutes in order to continue with the building. All drones on the construction Z-level get bigger power cells Ideas for modules: Mining: Drones who will excavate the space where the outpost/station will go, they get a drill, ore satchel, mesons and a gripper (hand slot). Construction: the drone that does the main meat of the construction: Gets everything a maint drone gets, plus and RCD and Rapid Pipe Fabricator. These drones are designed for building stations from scratch, unlike maint drones who only have to repair the stations and do minor construction.
  12. I've found one of those things whilst xenoarching. Was fun.
  13. Are your IPCs fucking dank fam? I thought not. sit back down. NTSAM and TRAP are cool though.
  14. Well played Fox, well played. You missed April the first by almost 3 months though.
  15. I've been here nine months, and I haven't yet introduced myself. Hi, I'm some twat from the UK who occasionally plays and insults people on the IRC. I tend to play as an atmos tech and I'm a dab hand with a wrench and pipe dispenser (or so I like to think) but I have been trying to diversify the roles I play. In game I'm the best IPC, Dank Droid.
  16. https://github.com/ParadiseSS13/Paradise/pull/1419 No. Just no.
  17. Mrs Dobbins

    Heroin

    We need more ways to make drugs outside of chemistry, largely to discourage chemistry from churning out tonnes of meth and no actually useful chems. If botany could make more drugs, I feel that would help. If you grind a poppy in the reagent grinder, you get heroin. It acts the same as Krokodil, only the addiction causes mindbreaker toxin style hallucinations (because doing Trainspotting in space would be cool). Who doesn't want to shoot up heroin in the abandoned bar? Botany can produce drugs more efficiently than chemistry though, with a bit of luck and clever gene-splicing.
  18. When I said it was comprehensive, I was lying slightly. I intend for this thread to just contain tips for traitors. I'll start 1. Be polite: You'd be surprised how far politely asking can get you; remember, a closed mouth does not get fed. There are limits to this. Asking engineering for insulated gloves is probably a bit too far fetched- however, asking (or simply tailing) your way into science or cargo can work. 2. Be efficient: Plan ahead! This is the difference between a validhunter's toolbox and that sweet sweet greentext. Don't blow all of your TCs on a revolver and enough ammo to take down everything in your way, this is both pointless and will make admins and players annoyed. Avoid all unnecessary contact with the law, don't emag one more door than you have to (but feel free to emag APCs, as people meta the fuck out of blue APCs). The less efficient you are with your tools, the more likely you'll slip up and get caught. the same does apply to danger. Efficiently manage how much you expose yourself to danger. 3. Have a plan. Make contingencies, leave TCs in case you find yourself in a sticky situation. If sec is coming after you and your are surrounded, then you will regret having blown all of your TCs on stuff that isn't needed. Be prepared to go off the grid at a moments notice. You should not be stringent with your backup plans. 4. Knowledge. Knowing where to find stuff and how to break in to places is very important. Insulated gloves are as critical everyone says they are, but with enough know-how, it is stupidly easy to get hold of them; engineering storage always has a couple, and you are one false wall away from all-access. There are other ways to get hold of the yellows, but I won't go into that (its more fun to find out for yourself, or spend half a minute in DM). 5. Know your weapons. A toolbox is less effective than it's contents ( but for a single assasination, is a stealthier and cheaper weapon than an e-sword, as it will deal good damage, and if you get a knockdown, GG). A welder does more damage than a toolbox, and due to the fact that it deals burn damage, it does more stamina damage. Often an E-sword is a waste of TC, as improvised weapons are almost as effective with a bit of luck. Make sure you know how to use each tool in your arsenal. No one likes a traitor who attaches a signaler to a bomb after screwing up the settings. 6. dispose of items when done with them. A locker deep in maint, or a cistern of a toilet are places that sec are too stupid to look in. Make sure you scrub any prints or DNA off the items before disposing of them, and then disposing of the soap, just in case there is a detective who is smart enough to find the legholes in his trousers and isn't SSD as having sec come down on you when you lack items is never fun. 7. Space is the best hiding place. There are tonnes of nooks and crannies on the exterior of the station which are practically invisible. If sec are after you, just hide down one of them and pray that the pod pilot is either lazy, lost or being murdered by Buzzsky. 8. Drones are adorable and deadly. Emag them at any opportunity to have an army of adorable little brobots who will murder your target with plasma cutters or get you into the most secure locations like a breeze. 9. Create chaos. The feds can't chase you if they are being poisoned by medibots, slipping on lube or being murdered with lasers by ED-209s. 10. Be creative. Whilst this isn't efficient, blasting your target's head off with a revolver 20 minutes into the round is less fun for all parties involved. In terms of conserving resources, use objects on station, which if used correctly, can easily be as powerful as a revolver to the face. Try poisoning your target or luring them into maint and introducing them to a stunprod or toolbox. 11. Know your objectives. I got antag banned a couple of weeks ago for misunderstanding my objectives and killing someone completely unrelated, so this is important both IC, for reducing your exposure to danger, and OOC, for not killing people that need to be killed. Remember that an protect objective just requires your target to be alive at the end of the round, not matter what limbs they are missing or whether or not they escaped. Stuffing your target into a closet on the engi outpost after cutting off all their limbs and leaving them to rot counts as "protecting your target". Same goes for example objectives. The target does not have to survive, just have a kneecap broken, or lose a limb or whatever, so you can do that and then space them, if you want. I don't yet have a comprehensive list, so any more tips are welcome.
  19. I think we need to send a search party to paradise hq. all shitmins appear to be dead. 44.
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