Jump to content

Machofish

Members
  • Posts

    202
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by Machofish

  1.  

    I might not be remembering this right, but I believe the detective's forensic scanner can analyze reagents (always 5 units of the puke reagent, as I recall) and DNA tags from puke already.

     

    If it's not coded in already, I think puking as a general mechanic ought to transfer a percentage of non-blood reagents ( or non-water reagents for slime people) from the puker's body to their vomit. Seeing as from a biological perspective, puking is meant to be a body's natural emergency reflex for rapidly purging disease or poison from itself. Of course just so someone can't puke themselves back to health, it would only affect non-processed reagents, and only 5% or 10% of any currently existing reagents. It would serve the dual functions of slightly alleviating the impact of extreme poisoning, and leave a method for identifying what someone was poisoned with even after the reagents ran their course.

     

    This might be a little gross, but it could also be introduced alongside a manual *puke verb, allowing players to attempt to force themselves to vomit if they realize they've just ingested a lethal chemical like cyanide or inidropil, or if a Kidan accidentally swallows a sentient diona nymph and they need to puke it up before it gutbursts them - needless to say players would have to have their hands free in order to start agitating their own tonsils, so no chance for incapacitated or restrained victims to save themselves this way. As a minor safeguard against spamming, the verb could take about 10 seconds to complete fully, and would instantly bring the user down to 'starving'; if they're not at normal nutrition, the verb will simply cause them to dry-heave with no effect. If possible, maybe vomiting more than three consecutive times would start causing oxyloss and short bouts of unconciousness - so that way Bulma an assistant can't casually hijack one of the vending machines and proceed to systematically paint the whole station with their own puke like some sort of vile space-monkey marking their territory.

     

    It would be especially good for allowing the codebase to simulate alchohol poisoning in greater detail - which is obviously the most important thing to consider here.

     

  2.  

    One problem with "die a glorious death" is that it often causes a -lot- of stupid, chaotic, poorly-planned and often ridiculously destructive things to happen. Things like a traitor deciding to systematically scatter c4 across the outside of the station or give the AI antimov and run off. I know the admins try to indicate that the glorious death objective isn't synonymous with "kill until killed" but it often pans out like that regardless. Especially when it comes to tracking or trying to counter traitors with 'die gloriously'. It becomes nearly impossible to discern what the 'endgame' is for a traitor rampage is when they don't have an endgame plan. It's extremely frustrating and frankly caustic to RP when you're dealing with an antag who has absolutely no self-preservation nor any concern for their own survival. I would equate it to trying to deal with a griefer in that regard.

     

    On the flip side, I can understand how 'die a glorious death' could work - I've often noticed that traitors with this objective tend to be much more audacious and reckless about their objectives since they're not obsessed with getting off the station alive and preferably without enough crew awareness to spark a lynching, which can result in quite a few interesting moments on its own. I think if 'die gloriously' was replaced with something less rigid such as "Do not allow yourself to be captured alive," or more directly "Complete your objectives above all else, no matter the costs," that would encourage less absurd and paradoxical behaviour from a traitor, while still encouraging that more ruthless, bold antag activity that shakes up the round on a large scale.

     

    Overall, a traitor hiding away in maint for the whole shift because of an "alive and free" objective is better than a traitor who quickly C4's themselves right after spacing their muder target's brain because of the "die gloriously" objective. What's even worse is the traitors who go on a rampage and then flat-out use the 'suicide' verb the second a pair of cuffs get on them. "Die a glorious death," ends up being re-interpreted by many as "Ruin the round for as many people as possible, then die like an irreconcilable piece of shit."

     

    As for the lore, I believe that the Competing Corporations section of the wiki lists "Cybersun Industries" as possessing "unchallenged" mind-manipulation technology - it wouldn't be too much of a stretch to imagine them abducting and mentally warping NT personnel to their whim, à la the "Ludovico Technique" from Clockwork Orange. That being said, why they'd direct their agents to kill themselves after proving their worth by completing their other objectives is entirely beyond me.

     

  3.  

    I've been waiting for a thread like this to come around.

    Big thing about torture in SS13 is that most characters don't put stock in the physical well-being of their characters - that comes along with playing on a space station that's highly liable to leave you dead in a number of different ways on a regular basis. Not only that, but being apprehended as an antag is a pretty embarrassing and often gratuitously humiliating process - don't expect most captured traitors to willingly RP themselves being vulnerable and cowering just to facilitate your throbbing power-binge over them. Think of this from the traitor's view - they know the gig is up, and so do you. If they know you're willing to torture/kill them in the end no matter what happens, there is no incentive for them to play along. It's like in the movies where the hostage spits in the face of the interrogator - any act of defiance they have left, they'll take.

     

    From a meta perspective considering the community, if a traitor confesses while being tortured, it'll encourage security to torture more often as it reinforces the idea that harming prisoners gets results.

    It's similar to how breaking free of permabrig/labour camp as an antag and taunting the HoS about it over PDA tends to discourage sec from showing that same mercy in the future. It's socially harmful behavior, and pushes people towards taking more ruthless and cold-blooded mindset when faced with similar situations down the line.

     

    Generally, the only times I've 'harmed' a restrained prisoner is with the slap emote, cigarette stubbing, or with pepperspray. Even then, I only do it if the detainee has screwed over someone else's round, or if they're acting like a caustically abrasive little piece of shit no matter what agreement they've been offered. I can pretty much guarantee that hurting people is not how you make them co-operate. On the flip side, when's the last time an antag successfully got someone to co-operate by threatening them?

     

  4.  

     

    For the record, here, This was probably during the absolute fiasco where sechuds were glitching like crazy, but I never heard of it giving false-negative or false-positive on implants, that part was always correct. May be related, sorry if it isn't. Carry on.

     

    From firsthand experience, I'm pretty sure Shadowlings need to perform a separate process to remove someone's loyalty implant, -then- they need to do the enthrallment process. I've been in a situation where a loyalty implant was removed by a shadowling, but they were stopped before they could properly follow through with enthrallment. Really, if you don't see the "their features are unnaturally tight and drawn" flavor text when you examine them while they're not wearing a mask, it's a safe bet that they're clean unless they've done something really suspicious.

     

  5.  

    The horrorstation concept might work - may need a little more expansion on how everything's set up, however. My heart goes out to any poor saps who'd get exiled out there.

     

    Another idea - some sort of ice-covered snow planet. Planet's outdoor atmos would be cold enough that it'd eventually give you death by frostbite if you stay outside for too long, punctuated with small habitable shacks or structures - maybe scattered burn treatment kits or a syndie softsuit for unprepared civvies/exiles. As far as I remember, there's a few H.P. Lovecraft-reference leftover xenoarchaeology creatures in the mob catalogue, such as the 'Samak', 'Diyaab' and 'Shantak', that would be right at home out here. Travelling far enough from the gate could get you to a ski-lodge with hot drinks dispensers - possibly a fireplace with a lootable bolt-action rifle with an ammo box on the mantlepiece, if you absolutely cannot wrap your head around the idea of a gateway mission that doesn't give you weapons.

     

    On the topic of Lovecraft, having the gateway lead to some sort of cultist space-temple might also be interesting: Maybe the loot for this mission would be a pre-spawned cult hardsuit alongside some fake cult gear that you could find after overcoming 1-2 hostile NPCs - the average gateway adventure with a new coat of paint, in short. To shake things up even more, start the space-temple out as breached in several areas, and strewn with dead bodies, blood, and spent bullet casings - maybe a ritual knife or two just so explorers can have some souvenirs to show for it.

     

  6.  

    So, in the few rounds I've played as wizard, I've noticed a few areas that I think could be changed to give the wizard more options and arguably a better chance at survival without giving the wizard even more emphasis on chaotically and tactlessly removing several people from the round without much in the way of rhyme or reason.

     

    Wands, staves and artifacts are an entirely different can of worms: Great power, just don't let anyone take the staff from you. Ever. So for the sake of this proposal, I'll be focusing specifically on all 'learned' spells.

     

    Elaborating on my view, it seems to me like most of the wizard's combat-oriented spells do not fall along a steady gradient between riskiness/cooldown of the spell, and the spell's capacity for destruction - there's either relatively harmless spells that have a good recharge, or spells that splatter people across the floor with a full minute of cooldown, or a good chance of backfiring horribly on the spell's user depending on whether or not BYOND is P.O.'ed at you that day. This generally puts spells into two categories: Passive utility, and lethal spells.

     

    • Utility combat powers are things like smoke, magic missile, repulse and disable tech: these are good as an opening move, or for getting away from a situation, but the problem is that none of these do much at all in terms of damage (IPCs notwithstanding in the case of disable tech). Without the ability to inflict damage, a wizard can't really do much with just using utility powers in combat.

       

    • Lethal powers are spells on the complete opposite end: Fireball, disintegrate, mutate, etc. These have one function, and that's to get someone out of your way, and make sure they stay out of your way for a long time. Going by conversations in OOC, these spells are considered pretty uncreative and are generally looked down on.

     

     

    The Problem

     

    A big thing I've noticed is that there isn't any real sort of mid-ground between passive abilities for the wizard and one-click-screw-someone's-round abilities. Either a wizard avoids combat where possible but eventually gets tracked down, or they attempt a rampage (which removes a whole bunch of people from the round before usually ending in the wizard's eventual failure one way or another).

     

    The Proposed Solution

     

    To remedy this, I propose changing the currently more-or-less useless lightning bolt spell so that it instead has a similar function to the power gloves for traitor engineers - thus providing the wizard with an ability that can reasonably harm and stun individual targets without going overboard.

     

     

    Comparison

     

    The Current Lightning Bolts

     

    I haven't experimented with the current lightning bolt spell extensively, but as far as I can tell, it currently works something like this:

     

    • When you activate the spell, you start charging electrical energy in your hands.

    • If you move, the spell energy discharges at the nearest target automatically, and the spell must cooldown before it can be used again.

    Judging from the progress bar, you need to sit still for about 3 seconds for each increment of the spell to charge, and about 15 seconds to reach full capacity.

    At full power, it does not inflict enough damage to send a monkey into crit.

    This spell does not seem to stun its target.

    At the first level of the spell, it's single-target use only: no crowd control capacity.

    The spell takes approximately 30 seconds to cooldown: 10 seconds longer than the fireball's cooldown and twice as long as magic missile's cooldown.

     

     

    Power Gloves (The New Lightning Bolts)

     

    Power gloves operate in a fairly straightforward, fairly intuitive manner:

     

    • Stand on a tile that has a wire and an active current under it.

    • Click on a tile with an empty hand on disarm/harm intent to shoot a bolt of lightning at it - the bolt's speed is, well, lightning-fast.

    Disarm intent will set the bolts to stun only, harm intent delivers burn damage to the victim similar to touching an electrified door or a wired grille(I think?).

     

    Power glove lightningbolts are much more simple, they keep the victim down for longer, and do so without blowing off all the victim's limbs, ripping a hole in the station, or accidentally detonating because they accidentally hit a simple mob such as a mouse in maintenance. This would be a powerful ability indeed in the hands of a wizard: Magic Missile has a 15-second recharge, and fireball has 20, so I'd suggest placing its recharge time somewhere in the vicinity of 45 seconds - the cooldown time can be fine-tuned depending on how it performs in-game.

     

    How is this better?

     

    I think the current lightning bolt spell is needlessly complex, over-thought, and generally lacking in any sort of practical application in comparison to other spells. With a bit of change, it can become a sorely-needed midway point between the low-duration, crowd-stunning abilities offered by the magic missile spell, and the unstable, highly damaging and fickle fireballs on the opposite end, without making either spell totally obsolete.

     

    Whilst the new lightning bolts would have a somewhat longer stun for single targets, they would lack magic missile's ability to quickly engage everyone inside a room to prevent lynching, nor would they match the magic missile's potency as an opening move - nor would they track their targets: If you're accurate, you'll do better, but if you miss, you're in trouble. The lightning bolts would inflict some damage, but mild enough so that it does not challenge the fireball spell in terms of its destructive potential - I'd compare it to how laser weapons stack up against ballistic weapons in-game: Lasers are a little more straightforward, are pretty dangerous in their own right, but laser burns don't cause the victim's condition to rapidly deteriorate at the same rate as wounds by ballistic weapons which so often cause anatomical damage, dismemberment/major fractures, and/or internal bleeding.

     

     

     

    TL;DR

     

    •  

      Wizard needs a halfway point between magic missile and fireball.

      Power gloves could do this perfectly if the wizard had an ability resembling it.

      Test and balance the wizard's version of power gloves so they don't end up being Emperor Palpatine - enough that wizards will give solid consideration towards using the spell, but enough that they'll still need to make full use of their other spells to succeed.

      Thus, hopefully the event of a wizard round dragging on for more than 30 minutes won't go hand-in-hand with half the station being depopulated (or due to the wizard participating in undignified interloping with those ignorant filthy peasants aboard the station).

     

     

  7.  

    On the topic of Undertale, I think it is a little too soon to be adding it into the SS13 universe - I personally don't believe enough time has passed to assess whether or not Undertale is really going to last as a cultural staple.

     

    Putting this in comparison to other cultural icons referenced in SS13's code, the 'Alien' franchise kicked off in 1979, and is still remembered as a staple of western sci-fi cinema - it's not just 'some movie' - I would personally argue that it enjoys similar cultural status to Jurrasic Park in terms of how it is remembered for its groundbreaking impact on western cinema.

     

    The station-AI is a scramble of different cultural references mashed together: Firstly, the Asimov Laws of Robotics came from sci-fi fiction author Isaac Asimov, all the way back in 1939. The default Shodan AI image is of course a reference to System Shock in 1994.

     

    There's also the CentComm Officer 'uniform', which is a reference to the Special Forces Commando outfits from Fifth Element (1997).(I might be wrong on that one - feel free to correct me)

     

    The most recently-dated cultural reference I can think of in the server is ponies* how SS13's engineering hardsuits are pretty much copies of the RIGsuits from Dead Space, released in 2008. Other than the much earlier System Shock franchise, there hasn't really been a sci fi horror game that quite matched Dead Space's theme. Furthermore, the use of the hardsuits fulfills a practical application in the game, and in terms of visual communication, it's easy for a newcomer to the game to take one look at the hardsuit and make the mental connection to sci-fi engineering.

     

    *I'll touch on that later.

     

    There are a hell of a lot of other references I've missed - including 2001: Space Odyssey, Hitchhiker's Guide to the Galaxy, Robocop, Portal, Terminator, Dr. Who, Star Wars, Soylent Green, and probably a dozen others that I haven't noticed yet. What these references have in common is that they're all from media that each of them satisfies at least one of the following:

     

    • It maintains a sci-fi theme.

    • It has stood the test of time and is generally accepted as a staple of western media culture.

    The reference is incorporated in such a way that it fulfils or is suited to enriching a niche or facet in the game.

     

     

    As a final example, Paradise has a surprisingly filled-out and fully sprited mob roster for essentially the entire cast of the "My Little Pony" franchise - but they only appear during rare displays of admin abuse. Right now, I'm willing to bet someone's going to quote this along the lines of "Oh boy, not THIS fucking whinebox again," and that reaction is exactly what I am talking about: MLP was a pop culture fad in the sense that it had its day, and now that day is done - references to it feel insipid and bland because its fandom it is no longer considered relevant in pop culture.

     

    This is not, of course, to downplay Undertale's popularity - I personally found the game brilliant, but it was also released in September of this very year. It's way too soon to make the call of whether Undertale will be remembered once it stops riding the wave of pop culture, and it's far too soon to determine whether or not it'll still be in good taste when that happens.

     

  8.  

    The engineers/janitor/civilians/botanists rip up part of the station and build it as their own:

    tumblr_nx1oozlgTM1uatuo9o1_1280.gif

     

    Investigating a crimescene and the librarian barges in and starts screwing around:

    tumblr_mid2qwKE8C1s594vmo1_500.gif

     

    In the bar and some asshat starts ctrl+v'ing the slap command.

    tumblr_ns4zbv2Q041uatuo9o3_500.gif

     

  9.  

    I write most of my faxes along these lines, and I tend to get a fax response rate somewhere in the ballpark of 80%, give or take. When I first started doing faxes as NT Rep, I figured that writing and eloquently revising a 3-4 paragraph short essay would show that you've put serious thought into the fax and also communicate that you're serious about the faxing process.

    I'm pretty sure this is a great way to have your faxes ignored. Structuring your faxes into 1-2 concise, objectively-worded paragraphs will usually get an idea across in a way that's clear without being droning and eye-straining.

    As said, the big mental checks to consider are whether or not a problem can be handled in-house before asking for CC's help, and if not, explain in the fax why it can't be handled on-station.

     

    As for IAA faxes, I like to -tell myself- that I a play a more even-handed HoS than most, but I still find it's often a very difficult decision to fire/suspend an officer based on a fax. More often than not, there's usually only 1-3 active officers during any given shift of 30-80 people, and guaranteed non-antag officers from arrivals or roundstart are almost always in short supply. I don't think there's a single, objective answer when asking the question of whether bad sec is better than no sec at all, but it's something that comes up whenever IAA investigations are launched. This gives me a few ideas - for another thread, though.

     

    One question - when we're starting a fax to CentComm in letter format, who do we write as the recipient? I'm guessing that it's not exactly professional to try and address Comms Officer Jenkins directly, but "NAS Trurl" feels like a little bit of a generalization.

     

    As long as we're on the topic of faxes, do you think there should be a forum guide on Syndicate Faxing using an e-magged communications device? Stuff like what's reasonable to request from the Syndibase, what the expected benefits are to contacting the Syndicate, etc. I think it's an option that opens a lot of unique possibilities, and an interesting dynamic that very few traitors ever attempt.

    Notwithstanding the fact that I've now put it on my SS13 bucket list to fax a butt to the Syndicate just to see what'll happen.

    It was my idea first don't steal it.

     

  10.  

    Alright, it's been over a full year since the OP, but since others are necroposting, I'll chip in as well.

     

    I think everyone can agree that cheating is immoral - inherently, deceiving more than one individual into providing their sole affections without genuinely reciprocating is deceptive and morally wrong. However, for such a situation I would've recommended trying to get a more detailed reading into what their relationship is like before trying to intervene.

     

     

    The trick would be to acknowledge a margin for human error - opening a letter with "I'm the friend of person XYZ who got hurt by your current partner EFG," then it's not going to go over well. Better yet, how did you get a hold of the 'new' girlfriend's contact details? Did he show her around? How well do you know her?

     

    Under what particular circumstances did your friend a) find out about his cheating, and b) break off the relationship with him?

    If he came forward and confessed that he was cheating, that is one pathway for this to go.

    Alternatively, if they broke up because she discovered that he was cheating, that's also something that needs to be taken into consideration.

     

    If the 'scumbag' guy broke it off from his side in the case of the former scenario, it seems to me like something must have happened that forced him to make a value judgement between your friend and the 'new' girlfriend. In that case, it may entirely be possible that the new girl found out about it first and demanded that he make a choice. Or it's entirely likely that some outside variable forced him to show his hand - to my perception, those who cheat generally enjoy to do so for as long as possible. If something pressured him into coming forward, that will be a key factor to consider when forming your reaction.

     

    In the case of the latter, then a more cautious approach should be taken to the situation. You mention that he seemed to be pushing for more intimate behaviour specifically around the time he started simultaneously seeing someone else. It would be important to get a 'read' on what sort of person she is. It's entirely possible that she was offering a more intimate relationship with him than he was used to with your friend - maybe the 'new' girl has a bit of a man-eater personality herself, in which case she and he might just make a perfect pair of vicious little crabs in the same bucket. On the polar opposite end, she may be overly naive or fragile, in which case attempting to break her away from the relationship in such a forceful manner would do considerably more emotional harm to her than it would to him. You mentioned she moved into town - if she moved in with him, then it isn't like she can just cut off all ties decisively. You also mentioned that 'he is everywhere with her': am I to interpret that as "she isn't seen anywhere without him"? She might be subjected to controlling or abusive behaviour if things go awry, or she may be already trapped in a potentially abusive relationship, in which case I'd argue that calls for a completely different approach to the situation.

     

    One thing to do would be to contact your friend who had broken up with him - make sure she's comfortable with the idea of coming into contact with whoever the new girlfriend is, as I'm pretty sure it would come to that. I, too, wish that everyone could react in a rational and clear-headed manner when presented with new facts, but frankly, it's 2015 - our species has been collectively trying to work out rational, clear-headed solutions to our social problems for over 6000 years, and we still haven't gotten it quite right yet.

     

    Yeah, big thing to keep in mind would be to make sure you understand the situation thoroughly enough from all angles, so that you be next-to-certain that your actions will, with confidence, have a positive long-term result.

    Overall, the mentality here should not be, "I'm gonna give this bastard his just deserts," but instead "How can I stop others from being hurt by this guy's behaviour?"

     

  11.  

    In regards to RP knowledge versus IC knowledge, I put things into perspective more with balancing player convenience vs. player involvement.

     

    I play HoS mostly, but I'll still use the infirmary sleeper to heal wounded officers if the actual medic isn't around, check the bridge's crew monitor occasionally, or try to seal up a one-tile floor breach if I can get to it without freezing or suffocating. Don't get me wrong, I've done some pretty powergamey shit - big thing is that if you're elbowing someone out of the way to do their own job for them, and you're not their department head, that's when things start getting out of hand.

     

    A medic hacking their way into engineering tech storage because "RnD hasn't gotten us upgrades for our equipment yet" is a little excessive, same would go for an engineer lecturing the virologist about how to do his job. Smaller things like understanding what an e-magged machine looks like as a bartender or figuring out how to re-assemble an IPC as a shaft miner is, to my view, somewhat more acceptable as they save time and are more convenient for those involved.

     

    Speaking as someone who hasn't unlocked IPCs personally, I believe it's still somewhat acceptable for IPCs to have a widened breadth of knowledge regarding the station's various occupations - depending on the context of what their paid occupation is versus what their skillset allows them to accomplish: If a librarian knew how to hack into the vault or perform complex brain surgery using nothing but a whiskey bottle and a loaded toolbelt, would they really have settled on such a menial job in the first place?

     

    I'd mention that this becomes particularly strained when it's coupled with self-antag behaviour. Distinct memories that come to mind include an instance where a miner gibtonite-bombed the HoS office (as a non-antag during extended mode) because "I saw a spider in there", and a janitor somehow managing to assemble three tank-transfer bombs because he wanted to defend himself on a gateway expedition. It's tough to deal with these players because, as the end-of-round antag list usually reveals, these players weren't bothering to hide their sketchy-as-fuck behaviour because they weren't actual antags, and they genuinely believed that their behaviour was permissible.

     

    Again, pretty much every sec round includes scraping the bottom of the barrel of the server in terms of RP, so my opinion might be skewed on this.

     

    If you want a more clear example, try playing as chef and focus on doing recipes that include a minimum of 3 components each. I can guarantee you that the crew will be more willing to fucking climb into your workplace, ignore you, make themselves their own food with your kitchen ingredients in the microwave, flip you off, and leave rather than waiting for you to make them something.

     

    Self-sufficiency is good, being an interdepartmental control-freak is not. Am I being a hypocrite? It's possible.

     

  12.  

    Probably one of my very first traitor rounds, back when I was still learning the game.

     

    Can't remember the exact details, but I was a traitor xenobiologist on a server running off bay's codebase. It miiight have been New Eden station while it was still up, but don't quote me on that.

     

    My objectives were to:

    #1 Escape alive, and

    #2 Maim/mutilate the Head of Security.

     

    Once again, I had genuinely had no idea what I was doing, wasn't entirely knowledgeable about basic stuff on the station - particularly in that I had the Warden and the HoS confused as being one and the same. If memory serves me right, I went to arrivals and changed into a grey jumpsuit, with a gasmask/no ID. Then I got an emag and an energy sword. I might've also gotten an e-bow, but that's not important.

     

    What is important is that I had the -brilliant- flash of inspiration to emag into EVA, steal a sec hardsuit, then wander in front of the brig. Beepsky knocked me down almost immediately. I'm arrested, identified as a traitor, got all my traitor gear confiscated.

     

    The round went on for a little while, and thankfully sec wasn't up to outright executing all traitors. I had a brief chat with the HoS in permabrig - roleplayed a little, and he decided not to kill me. However, I did get interrogated and slapped around by a jackass officer and a jackass security borg later, after I made some wiseass remarks at them. When the shuttle eventually got called, all the traitors were bucklecuffed in perma to be left behind. Made another wisecrack at an officer, got my face harmbatonned a little. Not exactly sure why, but there was this Unathi wearing a gasmask, firefighter helmet and an engineer vest running around the brig, and none of the officers were acting particularly bothered with him. All of sec clears out to the shuttle, and the Unathi comes back after a few seconds. He unbuckles us, telling us to come with him, leads us out of perma and into the main hall of the brig (now abandoned at this point due to everyone leaving for the shuttle). The other traitors already either ghosted, went SSD, or are in such a state of injury that it isn't worth trying to resuscitate them. The Unathi throws an e-mag at my feet, salutes, and runs off.

     

    So, here it is, a chance of not failing 100%. I clothe myself in a miner's jumpsuit and scrounge around for some ointment before considering my escape. I (brilliantly, once again) try emagging my way out through maint, as I've started realizing the importance of staying away from public halls. Of course, the nearest maint to sec has an escape pod. I open the door to sec's escape pod--

     

    --And the HoS is seated right there.

     

    There's a very long awkward pause as I gawk at him like a deer in the headlights, wondering if the HoS remembers me. He unbuckles himself, turns towards me, and promptly gets smacked over the head with a stunprod by the escape pod's other occupant - the Unathi changeling from earlier.

     

    He quickly beckoned me aboard, stripping the HoS and cuffing him while I clambered in. On the way back to CentComm, I grabbed the first improvised weapon that came to mind - a blue emergency oxygen tank - and began the ridiculously slow process of smacking the HoS until he went into crit, making sure to break one of his arms and his face.

     

    TL;DR - Got caught as traitor, spent almost my whole round in perma. Through ridiculous amounts of persistence and

     

    , I still managed to beat the shit out of the HoS and escape to get my greentext.
  13.  

    0wyrFPp.png

    Magus Robes. Not pictured: The wizard slipping on a banana peel and subsequently getting their face melted off with lasers.

     

    i8DBgrL.png

    The trusty telescopic shield. Bah, I need to draw my own characters less.

    I need to work on drawing boots more, though. They're not very good.

     

    SnshU3N.png

    When the detective isn't busy getting drunk/ignoring the radio/dead in some godforsaken locker in maint, they can be pretty much one of Sec's most useful assets. Wear your gloves, antags - those fingerprints are gonna give you away.

    Funny thing about the shading technique here - I actually did the blurred shading on the coat using an HB pencil and a cheap low-quality eraser.

     

    SY9OYrv.png

    One of my most memorable experiences in SS13 was growing a man-eater plant as a traitor botanist - I honestly wasn't expecting it to have dialogue when I grew it. I can't remember it world-for-word, but it was comedy gold -absolutely worth failing all my traitor objectives for that round.

     

    UBKylfq.png

    Fairly self-explanatory. Thankfully, I've never been in the situation where I could study an authentic chainsaw decapitation up close, so the detail on the foreground corpse is a bit limited.

     

  14.  

    Droo sum Nookawps

    http://i.imgur.com/KEpls06.png

    Basic pose - deciding what they should look like when interpreted out of the pixel model

     

    http://i.imgur.com/BKwIbJN.png

    I'm not happy unless I have a piece with extreme perspective/depth sketch in a set. I was trying to put the two foreground Nukies into a bobsled-team pose, but I couldn't find any good reference images to go by.

     

    http://i.imgur.com/hv4XxtT.png

    I've been listening to music again.

    Working on the positioning for the e-swords was the tough part of this - not perfect posing, but kinda surprised the paper didn't burst into flames from all the erasing/redrawing I was doing. Briefly considered trying to convert it to vector - decided against it.

     

    Okay, let's not beat around the bush here: That's Alice. Enough said.

    EDIT: It's been a few years. For those checking this our in 2024: the above character is Alice Pierson II, who was generally considered one of the most combat-savvy players on Paradise when they played around 2014-2015.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use