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flimflamm

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Posts posted by flimflamm

  1.  

    The idea of allowing borgs to have partial AI capabilities and view things over cameras would serve the intended purpose as well. Regardless of how it gets implemented, my desire is to render assistance to those AI's who sit around thanklessly opening doors all day long and the like. I know some AI's are very competent, but I'm sure we've all died waiting for a door to open, or had the HOP tell you "ask the AI to open it for you" only to have the AI be busy for 15 minutes. The reduction of AI response times would be significant, and the multi-tasking potential would potentially make for a very interesting change to way AI's currently interact with crew.

    "AI, WHY YOU SHOCK DOORZ?"

    "AI IS ROGUE!"

    "AI SABOTAGED GRAV GEN!"

    "AI IS KILL SINGULO"

    Two words: Emagged Borgs.

     

    Point taken. Borgs having remote camera access wasn't my first choice anyway

     

  2.  

    I like the idea of the node application process being like that of a pAI.

     

    Node applicants will fill out a form with their name and a brief description of their experience, habits, and personality.

     

    Initially nodes should only be allowed to speak with the AI and have no actual access upon recruitment by the AI. Once the AI decides to test the node or to accept it then they can allow access camera network access and if desired the ability to speak over coms.

     

  3.  

    So it seems the main objections are that recruiting from ghosts is dangerous (griefers) and that AI's might not get along.

     

    I can certainly understand how ghosts might be risky, so instead the recruiting of nodes could be enabled by the AI which would open a slot at lobby screen. Alternatively AI node could have a karma requirement in addition to requiring the existing AI to allow or enable node recruitment (like posibrains).

     

    As far as AI's not getting along goes, I think things would play out similar to the way borgs interact with the AI, which is generally a very obedient affair. Given that they would all have the same laws in addition to a "you must obey the main AI" law, there would be very little IC arguments between AIs and their nodes.

     

    The idea of allowing borgs to have partial AI capabilities and view things over cameras would serve the intended purpose as well. Regardless of how it gets implemented, my desire is to render assistance to those AI's who sit around thanklessly opening doors all day long and the like. I know some AI's are very competent, but I'm sure we've all died waiting for a door to open, or had the HOP tell you "ask the AI to open it for you" only to have the AI be busy for 15 minutes. The reduction of AI response times would be significant, and the multi-tasking potential would potentially make for a very interesting change to way AI's currently interact with crew.

     

  4.  

    My idea is to allow the AI to recruit ghosts to become something I'll call an "AI Node".

     

    An AI Node player will essentially be a secondary AI, bound to obey the main AI. At first any nodes will not be able to speak to crew, but if the main AI decides they are a competent Node, then they can give them the ability to speak. If the AI deems a node is faulty or incompetent, they can lock it down or purge it from their systems. If the AI is killed, all their nodes which co-exist inside of it also die.

     

    The point of this is to give the AI a much more omnipresent feeling and to greatly enhance response times and action capacity. In real life an AI can converse with many people at once, perform simultaneous actions, and basically just be really quick and fast at what they do. If a main AI had one or two or three helper nodes who could respond to emergencies in the same way a normal AI would,, open doors, make responses, etc, then the strength and usefulness of the AI would be drastically increased.

     

    The only real negative impact I think this might have in terms of gameplay could be during a malf AI round, the AI might simply become too powerful, being able to do too much at once. All antag rounds would be slightly affected by the increased potency of the AI, but personally I think avoiding the AI is a fundamental part of antagging, so I welcome the increased challenge.

     

    Thoughts?

     

  5.  

    Wow I totally forgot about Zordon. He would be to the rangers what narsie is to the cult, played by an admin preferably. Zordon would be an AI obviously.

     

    Alpha 5, his trusty robot assistant could also be ideally played by an admin as a source for consistent RP for the event.

     

    In order to make things legally distinct for shits and giggles, alternate spoof names could be used.

     

    It would be entertaining to say the least!

     

  6.  

    I will try to keep this as short and sweet as possible, because if given the chance I could write endlessly about my xenoarch experiences. Instead I want to cut directly to the chase of what I think ought to be preserved from the old xenoarch code, and also what can be forgotten.

     

    Large anomalous artifacts: Some of the objects that could be found through xenoarcheology were quite interesting and useful, others not so much:

     

    Wish Granter - this has been repurposed from super-villain creator to hero creator. I'm not up on the details, but this is an example of what I want for some other things.

    Hover pod - this is a white mech that cannot hold any equipment. It's only benefit is that it has air thrusters which can allow it to move in space or a gravity-less environment. The main problem is that it is incredibly incredibly slow. I'm talkin slower than durand slow. If it could be given a speed boost, and then inserted in somewhere as random loot in some of the hidden rooms, or in some other fashion, then a very interesting but useless piece of xenoarch could be brought back and given a new life and some utility as a viable transportation vehicle. Making it around the speed of an ody would make it very collectable.

     

    Healing artifact- this was a random configuration of the lesser anomalous artifacts. It would either throw a healing wave on a regular basis to nearby people or it would heal people when touched. Whenever I found one I would bring it to medbay, despite their chagrins, and they proved to be quite wonderful. Creating a healing artifact out of some of the old models and inserting it in as random loot, hidden room variety or otherwise, would give miners a way to share their discoveries with the crew in a very productive way. By creating a unique artifact for the job we can do away with all the old code that is required to randomize them.

     

    Ninja crate - this was a super rare find for xenoarchs and therefore not a balance issue (you could go mad hunting for one), but there is something special about a regular crew member happening upon a ninja crate, who has no malevolent objectives of any kind. The crew tend to take a liking to them, and they gain a protector if the newly formed ninja in question is up for the task (If found, I would encourage admins to send out a real ninja, with an objective to kill the one who stole their technology!). Not sure how it should be inserted RNG wise, but it should be mega mega rare. One in several thousand rolls rare.

     

    Mob spawners -These are unique artifacts, sometimes fun, sometimes useful, sometimes dangerous. Perhaps somewhere off in deep spess, in some closed and hidden room in some debris field, a random mob spawner could appear (along with some other space goods of some kind) and when someone finds it, there's no telling what manner of creature will burst out at them. Would require the spawning timer to be reduced to once every ten minutes or so, this way there would be no real lag cost. Not really the best idea, but a potential way to re-purpose some code.

     

     

    There are some other small artifacts that I would like to see preserved. Claymores and katanas, even though they sucked for the most part, were some satisfying rewards for scouring the asteroid, along with a few others.

     

    I know any xenoarcheology that might emerge in the future will probably be nothing like the old one, so my only hope is to pay homage by suggesting the re-purposing of some of the old RNG rewards as rare additions to the current RNG system that is in place on the asteroid.

     

  7.  

    Well this is pretty straight forward for an idea.

     

    Rainbow tide civilians are chosen as "rangers" and given whatever equipment or powers or clothing or gear would pull off a cool look (probably using colored civ jumpsuits as a base).

     

    So the 5 rangers get chosen, it's a big cool deal for the crew because they're like, awesome, benevolent rangers who are cool and all that!

     

    It is at this point centcomm says something ominous to the crew, alluding to whatever terror they are cooking up (in their moon furnace ofc), to send to attack the crew.

     

    The event plays out by admins playing the antags, even if it is just one singular very powerful antagonist, and the mighty morphin civilian rangers must work together to protect and save the crew.

     

    Cons:

     

    Civilians might be utterly new, admins should perhaps take some care in selecting them to ensure some experience.

     

    I'm not sure how to make them 'Morphin'. If a coder was particularly tickled by the idea I guess he could make them multi colored 'Zord' mechs (really just those beastly ones at centcom). (or one beastly mech which all 5 of them get into and control various aspects of). Might require a bit of coding to make it happen.

     

    Pros:

     

    Depending on the strength of the rangers (gear, abilities, etc) the admins can potentially bring to bear an ultimate force against the crew, forcing them to cower and assist the rangers in any way. Makes for a very inclusive and modular event.

     

    Needs at least 5 civilians, so this event would occur typically when there are a great many crew on board, which sets the stage for the event to be even bigger and the antagonists even more deadly.

     

    I think most of us hold a special place in our hearts for the actual power rangers, and so our legally distinct civilian rangers would play upon our love for the originals, and also give rise to a wonderful internal emotional conflict in the crew, where the civilians, whom many view as average idiots who can achieve nothing, rise to a great challenge and save our very lives, heroes in every sense of the word. From grey tide to morphin tide; a story of greatness.

     

  8.  

    I'm 100% for poly being able to perch on shoulders or ear slots, similar to how diona do. It's a parrot essential.

     

    But being that poly already has some really potent features like being able to fly over tables, pick and drop items, and use some of them. There is even a steal from mob command that lets you straight up rob people.

     

    So for these reasons when it comes to poly actually talking i am not sure it would be fair to the other pets. If poly could record one line that he/she hears and then parrot it back that would be fun and harmless, or if poly could make sound effects it hears, as if it learned them, that would also be neat but not broken.

     

    I really do wish for perching though, poly is already my favorite pet which seems to be against the general consensus.

     

    Also on the subject of sprites, the poly perch position for consoles might work for left and right facing shoulder perch sprites.

     

  9.  

    Parrots can be really cool birds. Much more cool than cats and corgis. In order to better reflect this obvious reality please consider the following additions to poly:

     

    - Parrots parrot. If you take over poly and hear a ping, or a skrek, or a buzz, or combat boot sounds, tazer, lazer, and many other noises, poly should be able to replicate them, just like some parrots do. This would make poly cute and exciting, certainly not annoying...

     

    - Parrots have long been known to perch atop shoulders. Diona nymphs can do it, why not poly? It's blasphemy really. Poly would be so loveable. And just think of the pirate role play!!!!!!!

     

    -Insert your own suggestion here!

     

    Well, Yay or Neigh?

     

  10.  

    While I have never played as an ERT (too busy having a life :D) I have generally found them to not be very useful outside of the medical types who save the day at medbay.

     

    They take forever to gear up, or so i reckon, because they seem to spend about the same amount of time getting ready as a teenage human female on prom night...

     

    Maybe just remove the whole security aspect of it and have it be an 'EMT' emergency medical team.

     

    I recently suggested that science be given their own guard with a post, maybe a karma role, maybe just a random sec office, and other people echoed their desire for more security guard posts in various departments, similar to what med-bay has. If the ERT are to be removed, then perhaps this slight buff of security could compensate for the loss...

     

  11.  

    Science at first is one of the most tedious and difficult jobs to learn. It is not rewarding at the beginning and frankly takes a long time and a lot of experience to get good at (unless someone who knows sits there telling you every detail of the process). Once you are good at it however, it is incredibly easy, and your knowledge allows you to speedily do whatever experiments you like, giving you all the boons that come with success.

     

    The lock-boxes are a nerf for scientists who can do it all themselves (I once brought 6 super cell upgraded energy guns AND powered armor and single handedly defeated a blob at around 15 minutes into the start of the shift), but for scientists who are already wildly hindered compared to others by a lack of experience, it is even more of a nerf, because now they will seldom be able to learn about things which come locked, and thus have much less incentive to learn or do the job.

     

  12.  

    I suggested this a long time ago on the face punch forum and people seemed to get a kick out of it, but since FP has passed away, maybe people will take a shining to it here as well.

     

    The main cool function of this 'tether' will be to link two players together with one in the lead position and another in the follow position. It will be similar to dragging a cuffed person but different in that the pull cannot be interrupted without unhitching, and the person in the follow position, if uncuffed, can walk around the immediate blocks next to the leader. When either of the players cross a Z level, or are teleported, the other person tethered to them is brought along. So essentially, the tether could be used for co-op space travel where people won't get separated upon crossing z levels. This means you could recover bodies or players that are found in space.

     

    Both players can unhitch the tether at any time, but the tether will stay with the leader no matter who unhitches it. If a player is handcuffed, they cannot unhitch the tether, which brings me to the next cool function of a tether: Chain gangs!

     

    You can simultaneously be the follower of one tether, and also the leader of another tether, which can create a chain of people tethered together. If these people are all handcuffed, then what you have is a prisoner train, making it possible for one security guard to potentially manage and haul around multiple criminals at once!

     

    The good thing about the tether is that there isn't much visual stuff that would need implementing, and the actual coding for it in theory is pretty straight forward. Mostly an item for security, but EVA could use one or two and perhaps also telescience (for the purpose of teleport rescue).

     

    Thoughts?

     

  13.  

    Can't deconstruct stun revolver for research

    If possible, maybe make it so when yo put a certain lockbox in the DA, it has the tech origins of what's inside?

    ^

    This, please. We need it. It's been only 4 rounds, and I'm already tired of asking a head to unlock my plasma pistol for research every shift.

     

    A lot of times as a scientist I do all the mining myself, all the research myself, I walk the roboticists through updating exo-fabs properly, and then at the end of it all, I need to go around looking for a head and beg them to unlock it while they begrudgingly do so and pontificate about extoll the virtues of safety protocols...

     

    I think to myself, if this was one week prior, I would already have the plasma pistol, and if I was evil, would be shooting you with it... In short, I too feel exhausted at the prospect of having to deal with potential super condoms just to complete my job.

     

  14.  

    Erm... You know security can get access from the HoP, right? That's essentially what you're describing, no need to make a karma job. But I would like security posts in each department beyond medical.

     

    Getting science access from the HoP every round is time consuming, and the HoP is going to likely give you a hassle about it and ask for stamped and signed signatures from umpteen different people...

     

    Usually running paperwork errands is the most boring and time consuming part of the game, for me at least...

     

  15.  

    I'm not suggesting that sec needs more access, merely that a science officer would have science access because it is they area they are meant to patrol and guard.

     

    The real boon I see emerging from this is that instead of scientists and roboticists arming themselves and becoming vigilantes, they will actually be able to arm their science security officer, who in turn can deliver weapons and such to the rest of the sec team if necessary.

     

    Aside from being armed and kitted out by science every round because they are the protector and hero of science, nuke ops rounds, alien rounds, and other such station wide danger rounds will finally be able to see a full strength response from the sec team!

     

     

    P.S I also really do like the idea of having security posts in and around the other important departments, but really science would be the one that has the biggest impact on inter-departmental relations. If science is too independent, as has been suggested elsewhere, then this will bring a little bit of law their way while giving them a reliable and consistent way to interact with security.

     

  16.  

    It would be all locked up so only the science officer would be able to dish out weaponry.

     

    That said, all you need to do is deconstruct a flame thrower, then a stun prod, then two durand or gygax weapons chips, and weapons research is pretty much maxed. There would be very little raiding of sec gear for pro-lathe research i think. People have even stopped stealing the xenoarch stun baton!

     

  17.  

    I'm making this thread to get feedback about an idea I posted in another thread...

    viewtopic.php?f=12&t=2725&sid=07641cf327a31d052408c07a06b0989f#p14386

     

    So the function of this new security guard would basically be to chill in his office in science and generally respond to any security threats in or around the science area. They would be a fully fledged member of security but they would also have access to some science departments, a science radio encryption key in their headset, and they would work closely with the RD whenever required.

     

    An important greater function that this role would fill is to be the link between security and science that currently does not exist. Science has long been quietly building and using advanced weaponry for their own desires, while security rots with their honestly crappy weapons selection. With the implementation of a science officer along side the new lock-boxes, the HoS, Warden, and the security team could be poised to take advantage of science and research in ways that previously have never (very seldom) happened before.

     

    I would put this at a 10 or 15 point karma role, maybe more (mostly to ensure competence).

     

    Thoughts?

     

  18.  

    Thanks for the reply.

     

    So I totally agree with you that science is far and away the strongest department, and I do tend to agree with the argument that science needed a nerf.

     

    Regarding powered armor I 100% agree with the fact that the diamond armor module makes you too durable (when it works), and I suppose I can force myself to publicly admit that the speed boost of powered armor is in fact ridiculously OP (I've always known that the speed buff was incredible, while most everyone else tended toward the opinion of "powered armor sucks", I knew the truth!).

     

    I suppose I figured that the difficulty of getting the materials for powered armor (including the armor module) was the balancing factor, but in honesty I always personally found it easy to get plasteel and uranium while most people don't know how...

     

    I did think though, that powered armor was something new and under development, but in the light you portray it (as some unknown import from a server with perhaps very different play styles) perhaps it is better left locked away. (To be honest perhaps it could even simply be removed, as there are serveral serious bugs with them that need fixing ( cannot weld to repair, sometimes the power module fails, sometimes the activation and deactivation triggers become inaccessible which leaves you stuck inside potentially unpowered and slow armor, and sometimes the individual modules turn off or on when they should be otherwise upon activation or deactivation of the suit))

     

    Being in all likelihood the single most powered armor using-est player, and knowing how often they work and how often they bug, I can now only scarcely imagine myself making powered armor for any reason, given that getting them unlocked can be very time consuming, because the risk is greater compared to the new cost.

     

    But enough about powered armor, aside from agreeing with your reasons for nerfing the prolathe, I still feel like there is some improvement needed to the way the science department works...

     

    Here is my suggestion:

     

    Create a new karma role: "Science Officer" - Is security but reports to the RD as well as directly to the HoS. - Has some science access, has a guard office in science, has sec access for arrests and such. -Most importantly can function as a kind of liaison between science and security...

     

    Scientists and roboticists can give lock-boxes and mechs directly to them for delivery to security or to the HoS to be unlocked and used. Instead of me dragging a welded crate of E-guns through the hallways to security because of an alien invasion or a blob, this way an actual chain of custody and communication can take place, and for once the station at large might actually see the benefits of research weaponry rather than scientists simply arming themselves as always. This would also be a way that scientists could securely have lockboxes unlocked when they need to deconstruct what's inside instead of begging the ever busy RD to have someone unlock it, or spending an hour convincing the other skeptical heads of staff that you aren't going to kill people.

     

    If you don't like that idea, then maybe make plasma pistol lock-boxes deconstructable for level 4 plasma and lvl 5 weapons? xD

     

  19.  

    I'm updating this thread because something is rotten in the heart of Scientopia...

     

    It seems that only people i know of that can unlock prplathe lock-boxes are the HoS, Captain, and maybe the HoP.

     

    Security cannot open them, RD,CMO, CE, cannot open them...

     

    The pro-lathe items are simply not going to get used if this remains the case... I reckon they removed security access to them because the RD has security access and they don't want the RD to have easy access, but in doing so the pro-lathe is now so heavily nerfd that it's broken.

     

    A few days ago I had to sit and listen while a ridiculous captain spent ten minutes lecturing me on how much of a favor he was doing me by unlocking a stun revolver box so I could deconstruct it.

     

    I might make a new thread with some sort of poll to determine opinions about what should be locked, what should not be, and who should have access...

     

  20.  

    I don't mind having to deconstruct an extra durand chip, but the plasma pistol will prevent weapons 6 and plasma 5...

     

    It will induce more interaction between security and research, which could be good...

     

    Overall I suppose I am for it... Just that powered armor issue though... They are already so underused and buggy that now they will simply never be used, and as a result likely never get fixed...

     

    I like them because they help me during xenoarcheology... If i don't have lazer weapons to defeat the monsters i encounter at least I could run away from them...

     

  21.  

    A change was made and now dangerous or restricted items from the science pro-lathe come in lock-boxes openable only by security or a head. (not sure if RD can open it).

     

    I agree with this and am not too shaken by it except for one instance. The new powered armor, which is still incredibly buggy, now comes in lockboxes. The justification I heard was that the armor statistics are too high, and so why not just have the diamond armor module locked?

     

    They are basically never going to get used if they remain locked, and without the armor module (even with it because of their buggyness) they are rendered useless with a single stun shot...

     

    those are my two bits, anyway, share opinions regarding prolathe lockboxes here.

     

  22.  

    True and when they have stun revolvers you can assume that adv. energy guns aren't far away.

     

    Honestly, i have very little experience playing Research jobs but it seems like it's just the matter of getting mats from mining or not.

     

    Science is labor intensive. If you want to get things done you've got to do things and you've got to do it right...

     

    Yes, it's true. Science can make stun revolvers within two minutes of the shift starting, and if they are knowledgeable and dedicated they can make advanced energy guns within twenty minutes of the shift starting, with no help from mining at all..

     

    Us scientists have our own private chemistry lab... If we have the knowledge and patience to repair the chem dispenser on the research station, we have it all to ourselves, and if we so desire, can make incredibly powerful grenades of all kinds, fill chem-sprayers with lube or poly acid, etc... We also have our own botany so if we are truly bad ass we can grow corn and make nitro glycerin from its extracts...

     

    We have an emitter, and canisters upon canisters of every gas you could think of. We can make bombs that destroy large portions of the station and find artifacts that can be just as deadly.

     

    We can release monsters upon the crew in various ways, including teleporting them right into your office.

     

    Speaking of teleporting, we can teleport in and out of anywhere, and steal anything that is able to be stolen...

     

    If mining should actually deliver minerals, then the science department can make all manner of lazer weapons, and projectiles, diamond drills, bags of holding which can summon forth lord singulo, and powered armor if we want to zoom around the station faster than everything but a space pod, armed to the teeth with all manner of deadly apparatus...

     

    Science is in my opinion the most powerful department, but in order to actually take advantage of the power of science you need to know science, which is mentally tedious to learn and remember...

     

    A knowledgeable, patient, and proactive scientist can bring about more danger and destruction to the station than any other SS13 force I know of, besides nukes.

     

  23.  

    ((Forgive me the length of my narrative here, I guess I got caught up in the digression :D))

     

    So there I was, your average innocent and loveable clown... It was early in the shift and I was on my way to my office from the arrival shuttle when a man in grey suddenly proclaimed that he hated clowns. Before I could respond he punched me in the face and took off running...

     

    Naturally I was not phased... My clown genetics kicked in and before I could think I was hurtling after him while scarfing my banana down my throat.

     

    He ran up against a closed door...

     

    I knew I had him... I ran beside him just as he was opening the airlock and in one fell swoop I put the banana peel on the ground and pulled him over it, slipping him utterly and entirely. For good measure, I then started shoving him over the banana peel again and again in order to communicate my dominance... After four or five passes over my peel of justice I felt satisfied enough to pick it back up and headed toward my office, leaving him there on the ground to ponder his folly as I victoriously honked my bike horn and squeaked away.

     

    On my way from my office to drop off my banana seeds at botany, I was once more accosted and physically assaulted by the self same grey suited man from earlier. His punch managed to knock me down and before I could retaliate he had run off... I'll get you back good I thought...

     

    After I dropped off some seeds at botany, I decided I could use a beer and so I headed over toward the bar. Upon entering, the overpowering and obnoxious music emanating from the piano immediately drew my attention to the south east corner of the room where I noticed a chemist dispersing copious amounts of lube around the piano. I calculated a safe route to the chemist and and moved toward him with ta disarming intent, meaning to snag his lube, at the very least for the good of the station, and perhaps more lucratively, for the good of my performance as a clown.

     

    As the delicate dance between myself and the chemist was beginning to unfold, a security guard entered the room and made a B-line to the area we were in. Naturally, he slipped, and in the commotion so too did the chemist... Alas, someone grabbed the sprayer of lube before I could get to it.

     

    It was at this moment that I noticed that the man in grey from before was amongst a group of individuals huddled around the bar stool area... He was on the edge of the herd... Low ranking... Naive... Exposed... Vulnerable...

     

    I pounced! Forgetting the chemist and the foolish security guard I avoided what lube remained and before my victim knew it I was upon him...

     

    I reached for my soap and did what I was born to do. I slipped him... I admit it! The great and terrible evil that must be crushed and burned out of me did indeed cause me to knowingly slip a fellow member of the crew... Well, a drunk civilian anyway... Not once... Not even twice... But thrice!

     

    As I was considering the words of my impending victory speech, when the, shall we say, strong willed security guard, having recovered from his tumble, was now standing a few feet away and aiming a tazer at me. Before I realized it, it was too late. He fired four clean shots and I fell to the ground...

     

    Everyone was watching...

     

    A space ship...

     

    Is this a dream?

     

    When I regained consciousness, I immediately began shouting. I shouted what I felt; anger... Resentment... Hatred even... The cuffs were already on and I was being dragged off to security, regardless of any stammering I could muster. I managed to make a coherent demand about the charge I was being arrested under.

     

    "Running away from a search, you're under arrest", the strong willed security guard righteously proclaimed...

     

    For you see, apparently, somewhere in between entering the room and walking directly onto space lube the security guard demanded to search me. Me, being enveloped in a strategic dance of sorts to avoid the space lube (a dance that the security guard clearly cannot appreciate), did not have time to focus on the words of one security guard from across the room amidst a flurry of other conversation going on, and subsequently failed to hear his demand.

     

    So now I am sitting buckle-cuffed to a chair in an interrogation room, with strong willed security guard seemingly unable to endure more of my verbal onslaught, he simply let me sit there, ignoring me, while running about to and fro and pretending to do security like things... I take the time to advocate my innocence over the public radio, but as the minutes creep by... Five minutes... Ten minutes... I get angry again and begin to rant over the radio, and all I can do Is hope that I inspire sympathizers.

     

    "I must resist" I thought... I'll be damned if this security guard has the last laugh, and so I decide to begin slipping my cuffs...

     

    In strolls a seemingly modest detective, and I immediately call him over and briefly explain that ten minutes of being interrogated by the strong willed security guard's imaginary good cop friend is unacceptable. He agrees with me and acknowledges that there is no actual reason I should be in the brig in the first place. He shrugs, suggests that the security guard is simply looking to fill his quota, and indifferently hobbles away...

     

    Alone again... But wait, what's that sound? A door opening... Oh, a chemist... The chemist from before? How does he have access to the brig? Is he coming to kill me?

     

    I managed to unbuckle from the chair... "Oh sweet Honkmother..."

     

    He greets me and when I decide he does not want to kill me, he un-cuffs me, apologizes for causing the scene in the bar that he felt led to my wrongful arrest and proceeded to run north through another security airlock, deeper into the brig...

     

    I reclaim my effects from the table with my new found freedom, but whadd'ya know!... Here comes the security guard, baton and strong will in tow. I place my PDA in front of the door I predict him to enter, and then I cover it with Giggles Von Honkington (my clown backpack for the uninitiated). He does as I predict, even though there is clearly a backpack potentially concealing something underneath, and slips right into my firm grasp.

     

    I begin the slippage, and it is good... I slip him repeatedly ... It feels wonderful...

     

    The detective enters and comes at me with a baton, I step to the side, grab him, and slip him too...

     

    I then proceed to slip them both, in tandem, alternating between them. For that glorious minute, they could not recover, and I was their honk master...

     

    A third person is now coming, I hear the doors... I know that three people is too many for one clown to slip indefinitely, so I decide to simply continue slipping the two I already have in hopes to wring some last drops of satisfaction from the situation...

     

    "Great, it had to be the captain....". He doesn't even enter the room, just tazes me from behind the glass window, and there is absolutely nowhere to hide and nowhere to run...

     

    With order restored and me once more subdued, the captain proceeds to beat me with the chain of command...

     

    It's alright, I can take it.... Clowns have endured worse...

     

    Suddenly, a glimpse of the chemist from before! Still trying to find his way out, and still in the room to the north...

     

    My captors pulled out their batons and guns and leaped into action... After a surprising amount of resistance, my would be rescuer collapsed and was arrested and buckled to the chair opposite myself. Despite constant protest, and without word or warning of any kind I was instantly dragged off toward the perma-brig. I continued to protest and for this was stunned... I kept protesting anyway and a few feet before we made it to the perma-brig the strong willed security guard, the detective, and the captain who was dragging me stopped and surrounded me.

     

    For a moment they seemed to be acknowledging their mutual hatred of me, and then suddenly turned violent, very very violent... They began beating me, and stabbing me... The broke most of my limbs, and gouged my eyes with screw drivers. All three of them, all at once, mercilessly...

     

    My entire body was crippled, and I was almost completely blind, and in critical condition. If it wasn't for the fact that as a slime person I do not need to breathe or have internal organs to damage, I would have died within a minute or so.

     

    Instead of me dying, or them finishing the job, they stripped me completely naked, put a lit cigar in my mouth, and left me face down, crippled and handcuffed, in the corner of the perma-brig, going in and out of consciousness...

     

    In between the moments I can remember, I can recall hearing the screams of the chemist... I don't think he survived...

     

    I'm not sure how much time went by, but a good while later, during one of my lucid moments I saw three syndicates fly passed the perma-brig window, with their red suits, rifles, and jetpacks... Of course I couldn't say anything, as my radio was the first thing they stripped me of, and being crippled and cuffed, face down on the ground, there was no way in hell that I could reach the wall radio to warn the crew. Nobody had checked on me so far as I could tell, so I sat there laughing to myself, hoping that a syndicate bullet would find its way into the head of the captain and my other abusers...

     

    More time passes... (lots of it)

     

    A new face enters the brig... He asks me why I am here and I explain the situation... He refuses to let me go citing that I might be lying, and before I know it I am being hauled off once more, naked, over the glass shards and through the bloody messes, to the escape wing.

     

    I am still going in and out of consciousness so it's not very easy to have any kind of conversation with the man... We get to the shuttle and he buckle-cuffs me to a shuttle brig chair while a syndicate is shooting out windows and depressurizing the entire shuttle.

     

    I begin dying...

     

    The shuttle takes off, we make it to centcomm and I am unconscious and on the brink of death...

     

    Nobody else seems to be alive... The crew did not secure the nuke disk, so all I can help but think is that the syndicates are going to vaporize the corpses of my abusers along with the entire station, and my last thought before death is that this pleases me...

     

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