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Dark lord derpy

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Everything posted by Dark lord derpy

  1. I think it would be nice to have some other places the gateway could lead, here are some basic ideas that still need fleshing out Xenomorph derelict: a biomechanical ship with various artifacts up for grabs, howeverr, the ship is crawling with xenomorph weeds and occasional eggs, the gateway needs to be powered on by a human, but doing so brings the risk of xenomorphs getting onto the station. Alien planet: an alien planet with fairly passive mobs, probably some interesting animals for xenobiology and plants for botany. Paradise planet: A giant beach and a few buildings, should be a very nice place, however, perhaps there is a terrible secret or something, I dunno
  2. Yeah, It could be a problem, perhaps emphasize the capture and torture rather than kill.
  3. So I had a horrifying antag Idea, Reavers, like the ones from firefly. What the reavers are: Once human beings the reavers have become, through injection of a chemical, insane torture killing machines who wear human flesh and take captives, the lucky are killed and eaten, but occasionally, they inject them with the chemical driving them to become a new reaver. Reavers are not subtle antags, they board the ship and cause mass chaos, sorta like nukeops sometimes. Reavers are resistant to stun and pain as they are so used to torture. Objectives: Reavers have objectives involving collection of trophies and people, some example objectives would be Capture alive a tajaran female Escape with a unathi skin collect 3 left hands have 4 human meat on the ship at the end of the round turn 4 people into reavers. Torture a male human (something like the traitor "make an example of" missions) Im thinking that these objectives are individual for reavers, they spawn in a team of about 3-6, they can work together as a team if they wish, or they could focus on the objective they are given. Reaver equipment: the reaver ship comes stocked with a surgical area, meat hooks and stuff and is covered in blood and bones, the reavers can make and start with some special items. Skinning knife: after hanging a target up on a rack/meat hooks the reaver can skin a target, which can be made into clothing, skin clothing causes nausia in non-reavers barbed handcuffs: for restraining foes, causes occasional brute damage to hands, especially when they resist Scarification knife:the scarification knife is used to create scars (duh) and its use is addictive, the scars have little ingame effect but perhaps make scars on the sprite, when examined it tells how scarred they are, scarred foes are easier to make into reavers. the addiction causes the reaver to occasionally use the knife on himself if possible Reaver Injection: reaver injections are made from reaver blood or something, it causes the target to turn into a reaver, however, most people will resist the injection, the more pain the target is in, the more likely the injection is to succeed, for this reason, its best for reavers to torture targets before the injection. Reavers are considered a myth by most of Nanotrasen, however, shooting them on sight with lethal weapons is authorized
  4. So, when you hallucinate in SS13 its always of stuff like people attacking you, aliums, that kind of stuff, I think that it would be more interesting if hallucinations werent always of monsters and such. Perhaps every time you take mindbreaker there is a chance that you will have a good trip or a bad trip and perhaps neutral trips. In good trips: -You get messages such as "Pretty colors" "You feel one with the universe" "You feel relaxed" and that kind of stuff -You see butterflies and other happy things In both kinds of trips: -DIamonds appear randomly -You occasionally go to sleep and have dreams like with the sleep command, with a good trip these will be good dream messages, with a bad trip, obviously they are nightmarish messages Bad trip: -Similer to the current hallucination mechanic, but perhaps with messages like "We are all made of meat" "Free will is a lie" "You are going to die" "Nobody loves you" "Security is on to you" and stuff like that
  5. Perhaps you would need R&d and robotics make it
  6. The race that is known by humans as the Greys are not a natural species, but an artificial creation of an older species, The Greys do not entirely remember what created them but they do remember that they were intellectual servants. The Greys are highly intelligent and seem to possess some form of psychic ability not fully understood by human science. Biology: The Greys are synthetic lifeforms but are entirely biological, genetic analysis shows that they have much in common with other humanoid races, but some sections of the DNA appear entirely unique to them. physically, greys are weaker than humans. The most obvious difference between humans and greys is the skin large head which houses a large brain that although at first thought similer to human brains in structure, upon closer examination has a very different layout, much of the grey brain has functions unknown to humanity, and the greys have difficulty explaining the functions in terms that humans can easily understand but they appear to allow telepathy and empathy. The large eyes of the Greys provide excellent night vision. there are some remarkable differences in the Greys muscular structure, although it is weaker than humans, it does not degrade when in lower gravity environments and it has been found that greys are very comfortable in zero-g. perhaps the most bizarre trait of the greys is that water appears to cause alkalyne burns to them and that they are naturally acidic, much like Xenomorphs. Psychology: The Greys brain is very flexible, when a grey is born it has only two emotions, these are "Good" and "Bad" when a grey child learns something new it gets the good emotion, when a source of information is extinguished it gets the bad emotion, and searches for a new source of data, the brain of a grey can develope in many different ways, and it appears that they use other species as templates for growth. Grey parents create 'hybrids' which are modified to appear as a member of a different race, they then capture a mother of the species, and replace the child with the hybrid. the greys will raise the races child, while the mother raises the grey hybrid. the Greys will keep in telepathic contact with the child until adulthood, when the Grey child will be given the opertunity to either live with the greys, or live with the race. The Grey hybrids telepathic empathy allows them to absorb the mentallity of other creatures, and become like them psychologically. Most Greys are near emotionless themselves, but can feel the emotions of other beings, for this reason they prefer to be around people who are in a happy state of mind. Grey Culture: Grey culture is divided between the "Mainstreamers" and the "elite" the elite are very logic oriented and generally the leaders of the grey population, they dedicate lives to math and science, most Elite were raised within Grey society, with little contact with outsiders and have not picked up much emotion. The Elite dont neccessarily despise emotion, but they prefer to keep it away from the logic. The Mainstreamers on the other hand are a mix and mash of various alien cultures, with ideas borrowed from all around the galaxy, they still tend to chose the cultures most devoted to logic and the spread of knowledge. Grey Technology: The Greys are an advanced species, some of the technology they use is inherited from their creators, but the greys also create their own technology. Grey cybernetics and genetic engineering is some of the best in the galaxy, They have fairly standard level interstellar travel capabilities but are renowned for their cloaking devices and energy shields along with exotic weapons. Homeworld: Unknown, the Greys appear to live in vast fleets of advanced starships, they have a few planetary colonies, but seem to prefer the inky blackness of space. Relationship with other species: Nanotrasen: The Greys are considered a business partner to nanotrasen, The Grey elite generally avoid them when possible, but mainstreamers have been known to join. Tajaran:The Tajaran are generally nervous around the greys, as in the ancient past, the masters of the tajaran traded with the greys, often using tajaran, those tajaran taken never returned. The Tajaran slaves purchased however, were treated far better than before. Unathi: For reasons few fully understand, the unathi and greys seem to distrust one another, The Greys view unathi as barbarians. Skrell: The Skrell and the Greys trade scientific knowledge and have become good friends. Diona: The Greys only recently discovered the Diona, but so far, they have found that they have alot in common. Kidan: The Kidan fear the greys, as entire hives have been abducted by the Greys and have seemingly joined them. Vox: the Greys seem to have good relations with the vox, though they rarely interact, most interaction appears to be with the armalis and it is rumored, that the grey elite have contacted the Auralis.
  7. Some people enjoy being borgs, It provides a fun roleplaying experience, this allows more options for players wanting to play as borgs allowing proffessions that right now they cant really do, and borgs can always ask for a module switch if they get bored. also these jobs dont 'replace' the original jobs, if you are injured to the point where cloning is difficult/impossible, you can now still do your job as a cyborg. the clown and chaplain borg are meant mainly for people who were a clown or chaplain in life and wish to continue that.
  8. Another borg: Custom borg, this module allows the roboticist to install his choice of five items to the borg, this can be pretty much anything that he can get his hands on.
  9. So, my idea is to have R&D be able to create useful items for non-human crewmember, they do this by reverse engineering alien equipment to learn alien ergonomics, existing items that could be deconstructed include:Tajaran Hardsuit modification kit, Vox dart gun+cannon, many xenoarch artifacts. Some examples of items that can be created: Tajaran jackboots, tajaran magboots, Unathi magboots and jackboots, special Nanotrasen vox hardsuits, Skrell hardsuits (or perhaps just hardsuit helmets), Kidan HUDs and sunglasses (require a high research level), special kidan hardsuit, and whatever else seems appropriete. This would allow alien crewmembers to be able to do jobs that would otherwise not be possible, such as kidan miners, while still requiring them to work extra for it.
  10. A brief history of kidan civilization: Pre-Modern Kidan: around 800,000 BCE-120,000 B.C.E: The kidan are little more than animals, they have hives like ants, and act very much like ants only more intelligent, it is believed that the beginnings of the caste system started here with the first castes being laborers and warriors Ancient Kidan: 120,000-7,000 BCE: the foundations of kidan society formed in many hives, kidan begin full fledged agriculture and begin making tools, they experience a huge population growth during this time, with hives around the globe by 7,000 BCE The First age of innovation: 7,000 BCE-2,000 BCE: the kidan hive of Kithai learns to trade with its neighbores, this practice quickly spreads across the kidan hives, covering multiple continents, additionally, new diets allowed by the agricultural revolution and trade allow more castes to be created, many of the modern castes have an origin in the first age of innovation, with the addition of the new castes, society begins to collapse in some hives, but thrives at new levels in others The Age of the empire: 2000 BCE-80 CE: the kidan hives of Ykir, Titak, Viivk, and Zizi unite to form the empire of Kidan, the empire of kidan was very much like rome of earth mixed with china of the early 21st century. the empire expanded itself across the globe forcing other kidan societies to join it, the Empire made many advances in technology bringing the kidan to about the same technological level as the middle ages of earth. the Kidan empire did not tolerate deviants however due to a high amount of warriors and a general view that the way of the empire was the correct way. the Kidan empire was a democracy ruled by a council of 3 The Fall of the empire:80 CE-800 CE As the empire grew, its ability to control the outer colonies lessened and eventually, new cultures began to form War after war continued to weaken the empire until the council decided to disband the empire, seperating it into 22 different empires, the Confederacy of Kid was born. these empires all went on different paths, producing a cultural renaisance as new ideas spread more freely The Age of Innovation: 800 CE-1300 CE: new technologies were being produced at an incredible rate due in part to less restriction on some of the more deviant castes such as the innovators, However, during this age communication between different empires was less common, as each empire had a very strong sense of independance, this caused great diversity among the technologies used by different groups. during this time, The Second Empirium began to rise with all of the problems of the first. The rise and fall of the second Empire: 1300-1500 ce: The second empire began assimilating other hives into itself, but many hives had advanced to a higher level of technology, using guns and rockets, flamethrowers and bioweapons against the rising empire, the second empire was not able to defend against all of the different weapons and was soon forced to retreat. The age of enlightenment: 1500-1600 ce: The scientific method spreads among the kidan, the innovators and logicians worked together to further improve the technological level of the kidan during this time the technological level became very much like the 19th century on earth, but with higher knowledge of biotechnology and a generally more steampunk feel. The Third Empire: 1625-1710 The third kidan empire was not like the first two, it was far less restrictive on deviants and this made for a more chaotic society, but also allowed better technological advances, the first trips to space were sent along with many other great inventions. most of the world was united under the third empire, but many hives refused to join The Rise of capitalism:1710-1740 a subhive of the third empire began an experiment, capitalism, where only the best would succeed, in theory, this could bring a golden age to the kidan, bringing faster technological growth. a few hives began experimenting with this idea but this lead to a great war with the main kidan empire which took many lives until the invention of the nuclear weapons. in which after the first shots were fired both sides agreed to stop fighting The Golden age:1740-1770 the computer is invented for use in space exploration and military, this leads to a great technological growth, robotics soon follow along with other related technologies, Various hives begin to become more and more different from eachother. some hives even disband entirely becoming more like classical earth nations. The Great war: 1772-1785: "The Renewed Empirium of Kidan" forms, they felt that the kidan were losing unity and needed to be brought back together, they like the ancient empires, believed that this should be done by uniformity. the Renewed Empirium threatened nuclear bombardment to those that did not comply, The Third Empire however, was not amused and threatened The renewed empirium with nuclear and biological weapons. in 1774 fearing mutually assured destruction, the Third empire began sending colonies out into the solar system, in order to assert its dominants, the renewed empire sent its own colonies. during this time, the internet was constructed by the renewed empire and quickly spread across the planet, however, by 1782 the Third empire had mastered the technology and fought cyber warfare against the renewed, eventually, things escalated and the renewed empire began cleansing the 'unkidan' with bioweapons targeted to specific hives...however...the weapons spread and soon, plague had consumed many kidan hives the dark age 1785-1910: plague caused society to collapse, with few hives on the homeworld remaining, leaving a post apocolyptic cyberpunk technology world. in space however, the kidan hives were growing forging interplanetary socieities and forming "The Confederacy of Space" The age of light: 1911-2005: The Confederacy of space sent ships to return to the homeworld, and with more advanced technology, cured the plagues, over time, they returned to their former glory, however, the environment of the kidan homeworld had been effected severely. The Second digital age: 2005-2020: the old internet of the kidan was brought back with the help of the Confederacy of space, cybernetics were brought into daily kidan life and in 2018, the first kidan AI, Kihki was born, unlike human AI kihki existed as a network of multiple sub-intelligences, much like a kidan hive. The Relativistic age, and the singularity of the kidan homeworld: 2022-Now: The kidan developed new methods of interstellar travel allowing travel at speeds near the speed of light,many hives took to the stars, but the kidan did not yet have interstellar communication, the homeworld of the kidan underwent a technological singularity and now its inhabitants are incomprehensible supercomputer hives. the different kidan hives all took different paths, but still see eachother as parts of a greater whole.
  11. Kidan is the human given name to a growing civilization of insectoid hive-societies, they originated on the planet of Kipoplac, an earthlike moon with a thick atmosphere, Kidan civilization is believed to have emerged gradually over the past few thousand years, they currently have mastered relativistic interstellar travel and have been experimenting with wormhole technology. the kidan society is communal, all of a hive share resources for the common good, like ants and bees, the kidan have a 'queen' however, these queens have no political power and are not even seen as people by most kidan, but instead seen as tools. the kidan lifecycle requires special hormones in order to allow them to select a 'caste' these hornomes are produced by the queen under certain conditions, as a technological society, the kidan have figured out how to produce these chemicals synthetically. The different hormones allow for different types of workers, it effects many aspects of themselves, such as brainpower, emotions, and sometimes even physical traits as well. in traditional kidan societies, a caste choice was something that sticks with you for life, and you were expected to obey what was expected of that caste, but in most modern societies, kidan are allowed to switch, the process of taking a caste takes about 2 years. Ill post more information on the caste types later but Ill give a basic rundown now Laborer: the general physical workforce, taking care of the hive, dealing with electrical systems, maintenance, and that kind of job, they arent particularily creative but they have a great work ethic Innovator: The innovators can best be described as a caste of mad scientists, they have increased intelligence in many areas but are a little bit loopy, they are not murderous or violent, but sometimes the ideas they come up with are less than entirely plausible or safe. Logician: a very different kind of scientist from the innovator, the logicians are cold and logical, they are skilled in mathematics and observation, they are not easily swayed by politics or greed and often are in high positions of power within the hive, however, they are generally shy and prefer to simply watch. Caretaker: the caretakers are the teachers of the kidan, with strong empathy, the caretakers gather knowledge about the hives and the outside world to teach to children. Beasttender: The beasttenders are the kidan in charge of dealing with non-kidan lifeforms, including animals, the queens(they are considered tools or animals, rather than true kidan), and alien lifeforms, the Beasttender is good at learning bizarre languages and customs from experiences in Zoopsychology Manipulator: the manipulators are some of the most intelligent kidan, often the leaders of a hive, the manipulators are good at social manipulation and use this to run kidan society, they never rule alone however, as they usually have members of other castes as advisors
  12. I think most of these had more disadvantages than advantages, I was mainly proposing them as something more for appearances
  13. Why stop at cybernetic limbs? with enough surgery, the entire body could be replaced to create a human borg, they retain original personality and dont get the abilities of a borg and dont get any extra access, essentially, just expand the amount of things that can be made prosthetic. Prosthetic eyes: Require a flash +dont get damaged by welders +harder to destroy than normal eye - some kind of "static" screen overlay when damaged that makes it very hard to see -can get emped Prosthetic face: require a cyborg head +resistant to damage -when moderately damaged or emped, you are knocked out for a short period of time at random intervals with the text "Your Interface malfunctions Prosthetic mouth: require a breath mask: +depressurization does less damage to your lungs -if emped, you can no longer breath -you cannot eat, but you can drink -you cannot smoke -cant take pills Prosthetic torso: requires a cyborg body +harder to destroy -if emped, your organs begin to shut down, which sucks Prosthetic groin: requires a cyborg body +immune to appenicitis +harder to damage -if emped you take gradual toxin damage As a small additional way to balance cybernetic body parts, perhaps an amount of money can be detracted from your starting funds for each part you have with different parts detracting different amounts Hands: $50 arm (come with hands):$150 feet: 25 leg (come with hands):$150 eyes: $150 mouth: $100 face: $200 torso: $400 groin: $200
  14. The Camera bot and Survey bot are Bots, not borgs, sorta like a medibot or beepski.
  15. Im sorry for my poor formatting, this was some brainstorming I was doing in text edit, I feel that some new borg modules would be cool to have, and be useful to the crew. Borgs: Cook: Robots cooking food is common in sci-fi, and is something that currently, cyborgs and androids in SS13 are not able to do. Spatula: This item allows a cyborg to grab food items from tables and fridges to put into the microwave or deliver to tables. Salt shaker Pepper shaker Fridge: this is a miniature fridge for storing food and drinks. kitchen knife kitchen cleaver (emag) Botany: seed dispensor: the seed dispensor used by the botany borg has less selection than that of the one on the station, it cant grow stuff like weed but it can grow tomatos, corn, chile, and various other more legal things. rake produce bag watering can bottle plant analyzer CHAINSAW (emag)this chainsaw is more deadly than the standard botany chainsaw Chemistry: Large beaker: the borg can use chem dispensors with this beaker. small beaker x2 reagent scanner bottler/pill machine: the borg can place the large beaker into its internal pill machine to dispense pills dropper chemsprayer (emag) Surgeon: The Surgeon cyborg can perform surgeries, however it cannot lay patients down on its own, so it might need assistants, it has no emag tool because a rogue surgeon can already be extremely dangerous Circular saw drill scalpal hemostat cautery anesthesia mask retractor bone setter bone gel Detective: Detective scanner evidence storage security tape forensic analysis: the detective cyborg has a portable version of the machine in the forensics lab autopsy scanner scalpal ------------ Clown-borg: The module must be created, which requires bananium Banana peel Pie cannon bike horn rainbow crayon Squirt flower Laughing gas grenade (emag) Chaplain borg: the module must be created, requiring holy water Holy water dispensor Null rod Holy book Candles lighter null rod Holy sulfuric acid (emagged) Bots: Survey bots: can do automated scans of mineral depsosits and mark digsites for you for xenoarcheology. Cam-bot: essentially a floating camera that wanders around the station taking pictures and recording everything it sees
  16. The station suffers from a serious lack of diversity, the 'alien' races present just arent very different from humans, now, the Vox are very human too, but at least they are more alien than the other races.
  17. Keep in mind, it is not immunity to oxygen and pressure deprivation, just a slight resistance, they will still die if you space them.
  18. Any Ideas of how they could be made better then?
  19. I support this 100%, On some servers, i have seen that vox crewmen start with internals, so it should be doable.
  20. So hear me out here, a race of semi-free artificial intelligences available at character select. Lore: Droids are advanced neural networks, originally invented in the mid 21st century but were far too large and expensive to become what they are today. droids are created using a combination of complex data seeds and brainscans taken from humans. Unlike robots, droids must learn skills and such rather than be programmed, in this way they are more similer to humans than robots. Droids can mentally reproduce as well, hybridizing the data seeds Psychology: Droids personalities display a large variety but in general, they are more human than AIs and Borgs, but behave differently than humans, droids can have all human emotions, but some of them have some emotions such as lust removed because it has no use for them. younger droids tend to be more emotional than older droids. In general, droids are pacifistic and will be uncomfortable in violent situations. Bodies: the most common droid model in the modern day is grown rather than constructed, it is a synthetic biological organism. droids display a variety of different head styles and like humans select hair, they can change the head they use. This is just the basics so far, Ill try to draw up some sprites and Ill get in-game differences later. +Resistance to pressure damage +resistance to oxygen depravation +Immune to disease +resistant against toxin +radio implanted +PDA implanted +bleed less than humans -slightly slower than humans -EMPs hurt...very badly -weak to heat damage, because sensitive components -many medicines have no effect -cannot use genetics
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