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HugoLuman

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Posts posted by HugoLuman

  1. No like, they still got colonies on other planets by the time they meet the rest of the galaxy, but they didn't yet have the means to travel to other star systems. They (As in the government of their system, not the species as a whole) basically have a tension between wanting to explore the galaxy and being wary of too much contact to avoid being annexed by anyone.

  2. As the one who wrote the current lore, I feel I should chime in here.

    First note, the current species lore were written well after any of them were added to the game, as part of a single project to revamp the lore. The dust had long since settled (well, as much as it was ever going to. Vulp's addition to the game was before my time, even)

    My intent had also been to make them less "dog people" and more alien, though I could only get away with so much. Couldn't change their name from a mashup of Earth words for dogs. One thing that eventually got axed was that their integument was chitin rather than keratin (got changed to fibroin, but that's still different than dogs). I'm all for things to make their biology more alien, and not just "dog." Plantigrade was already established and I had no argument there because I thought it helped better distinguish them from dogs (and from the other "animal" aliens who by lore are digitigrade).

    I do object to the suggestion that we drop their tech level down to hunter gatherer though. We have too many races already who were pre-spaceflight until they were subsequently discovered and exploited by NT. People already constantly complain that vulps are too similar to Tajarans

    • Like 1
  3. Hello.

    Yeah, it's been a long time since I've worked on this. A lot has happened in my life and I've had other projects come up, and have changed computers more than once. I've thought of coming back to it several times, but when I take a break, there are significant factors I have to account for and it's a pain in the ass to update what I have to the current code base before I can get working on anything new. Still, if there is interest here, I could come back. To be honest, I may need some help though.

    • Like 1
  4. So, been maining sec recently, finally getting comfy with hotkeys. I know the safety tips, like suit sensors, bounced radios, and never going alone. I try to RP when pacing allows. I still lose often in fights though. Any tips on being better?

    Also, there seems to be an emerging meta among tators lately to pool TC to create one or two uber-warriors with sleeping-carp, adrenals, and hardsuits, making them immune to the entire sec arsenal. Is there any counter to use?

    • stunbaton 2
  5. Well to be honest I haven't seen Revenant play that much, so I'm not sure how good an answer this is. But the main difference is it's not preying on the crew directly, for the most part, and engineering can do a lot to fight it.

  6. Death:
    If the Luminary's health is depleted, it will contract into a small, brightly glowing ingot. This can be destructively analyzed for massive tech levels, sent back to CentCom for cargo points, or enslaved via surgical implantation (as a symbiote or as a brain? Not sure yet). However, if left alone too long, the Luminary can reform, at a somewhat weakened state.

  7. One important question I need to answer for development: how should they feed? Should they seek out SMES's, drain power from rooms (APCs), or drain power from cells/items with cells? It should probably be one of these things, rather than all, as otherwise gathering power would be way too easy.

  8. (Still very much WIP, especially on the design front!)

     

    Luminary.gif.dc293432d1057f4b67277c4116444a6f.gifLuminary2.gif.03fa6ad5301ee50de2e98bd43ab71854.gif

     

    A newborn being of pure energy has come to the station, drawn both by curiosity and the enticing power flowing through its machinery. They desire only to feed, grow, and learn, but the crew may find this interfering with their work... and safety.

    2017-11-06_12-19-54.gif.5ee7adb7df59866e8d86f6e635aaaa3b.gif

    As creatures of energy, Luminaries are not subject to many physical restrictions, enabling them to travel through the station's electrical fixtures such as lights, computers, and consoles (though only powered and unbroken ones). They are also immune to most forms of attack, and in fact absorb fire and energy projectiles; though disablers, ion rifles, and temperature guns on low settings are effective. Those wishing to stop a Luminary will likely have to use different tactics than a guns-blazing chase, however.

    On the other hand, Luminaries by default have no directly harmful abilities. Even their melee attack only does stamina damage. They may sometimes unlock deadlier powers as they progress, however...

    GAMEPLAY

    Luminary objectives include gathering a certain amount of power from the station's devices and learning more about the things on board the station (via interacting with certain things in certain ways). As it gains more power and knowledge, a Luminary will develop new skills/powers, likely based on what it has been studying/doing.

    Here are powers as designed so far:

    Transmission: The Luminary's most basic ability, incorporeal travel via electrical devices. Works similarly to bloodcrawl.

    Galvanization: Finding a dead creature, the Luminary probes its internal energy pathways and figures out a way to restore the flow, reanimating the body with a surge of energy. Corpses missing hearts or brains receive a couple... improvisations. Reanimating humanoids may count towards a learning objective. A corpse with no owner becomes eligible for ghosts, which creates a new mind with no memory of the body's original life. Such beings may or may not receive objectives (as some kind of reanimated minion, probably), needs discussion.

    Assimilation: The Luminary feeds itself into various machines and computers around the station, learning how to use/mess with them. For instance, entering an autolathe. Another probable research objective.

    Network Lance: One of the Luminary's few offensive abilities. Having studied the powernet, the Luminary directs it against a single (or not?) target, causing arcs to strike them from nearby machinery. More machines nearby, more arcs, more damage.

    Lightning: A non-damaging variant. The Luminary discharges chain lightning, stunning nearby humanoids.

    Translation: The Luminary gains the ability to pull an incapacitated (or willing?) target into the airwaves with it when it transmits.

    • Like 22
  9. The wind throwing seems to happen over seemingly minor changes in pressure. Folks can be trapped in or denied entry to an area just by messing with air alarms a little bit. Just seems kinda excessive. Also, it plays poorly with some shuttles: supply, mining, and labor shuttles all seem to throw folks fairly often after docking.

    • Like 2
  10. One of the best clowns I ever saw was a Vox, gave people "Prank certificates" to sign after slipping them, clownstamped those and turned them in to the HoP. And cut that shit out immediately when Red was declared.

    However, Vox clowns are often pretty shit :v

    • Like 2
  11. Security pet peeves:

    • Being ignored as HoS, especially when calling out priorities/threats, telling folks to max sensors, go in pairs
    • Being ignored as an officer, especially when calling for backup
    • Poor communication in general
    • Having 4 or fewer total in the department, especially as roundpop never seems to dip below 60
    • No HoS or Warden, threat needing armory shows up
      • Especially when Captain/HoP are either too swamped or too apathetic to appoint acting HoS or Warden
    • Pressure hijinks with fastmos, especially overpressuring brig lobby
    • People making a nuisance of themselves when there's more imminent threats
    • Conversely, not having time to properly RP with folks in processing
    • Getting called to the bar to see what fresh hell awaits
    • Getting shit from the rest of the crew when someone else in sec does something shitty
    • Suspects making false claims about SoP/Space Law
      • When other officers fall for that
      • When other people in Security don't know/make false claims about SoP/Space Law
  12. I think this works better without the chefs competing. Unless like, you had one on the rock, and another on the DJ station :v

    If you wanted to go sinister, you could have something weird about the food.

  13. Event name: Trust no one

    Brief description: Almost everyone is a traitor.

    Map changes: no

    Code changes: probably not

    Population: any

    Full Description: A massive Syndicate conspiracy has infiltrated the NSS Cyberiad. EVERYONE gets traitor objectives (with the probable exception of Security), though no one knows that anyone else is a traitor: to all involved, it would seem to be just another traitor round at first.

    Objectives might be limited in scope to encourage more intrigue than loud chaotic destruction. Those banned from tator don't get to be tator. Those who haven't played long enough to qualify for antag roles, too. Those who have it turned off in prefs are not spared, though.

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