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Skysorrow

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Skysorrow last won the day on January 1 2023

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About Skysorrow

  • Birthday 12/07/1989

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    fionalokhert

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  1. How about all the larva who just go around biting those contained/hugged to death. Makes the larva inside hatch faster, True or false?
  2. Going to preface this as being aware there are similar things in other codebases...I don't really play anywhere else nor look at other wikis, was just random brain moment. Was also requested I come post this idea, a bit more fleshed out by Samman166! The Spy Games Begin It dawned on me a round I was observing in, with three contractors, changlings, at least one hijacker...That there could be room somewhere in there for a more RP oriented, or at the very least, stealth and non-lethal, non-combative side offering much like contractors. The start of it is like any tot. Round start, they may get the choice to go contractor, giving up their TC for a harder start and more objectives to complete...or with this idea, they may become a Spy instead. Doing this would, much as contractor does, give up most, if not all of your TC to start, but provide you with not just extra objectives, but entirely new ones centered around information gathering, minor thefts, and otherwise not causing too much a scene nor drama within the station during the round. If a Spy is caught, unless they've been REALLY bad at their job, or make an ass of themselves, they could potentially get out of the brig with a short sentence instead of an instant perma. This is not an option for people who want a hard-mode, or to get even more TC to help other tots, or any of the like. It's an option for a lower-gear, less conflict and more RP focused pace. They may still help other tots with information, and small acts but...would hardly be equipped on their own to offer more than that. You may end up with a few more TC than you started with, What sort of bonuses, objectives, and the like would a spy be performing? Take a picture with X high value object clearly visible in it (no bigger than a 3x3 photo). Plant a total of # Camera bugs around the station, in at least # different rooms (round start rooms only). Plant # bugs around the station.(or a singular department). Steal # of ID's, they must have valid accounts attached to them. (IE no just making spare IDs, gotta have them linked cash accounts!) Steal # space cash. (Usually requiring either a lot of ID theft, or getting into the accounts terminal) What would be done with these items/cash/ect? They would either need to keep them until the round, escaping....Oooor. Send them out via a "Dead Drop" beacon they would receive. A new item! Exciting! The major component of the Spy situation, much like a contractors baton/PDA...is a unique briefcase and beacon, kept in a smuggler's satchel and best to be hidden somewhere. Most of the photo/money/minor theft items would be placed in the briefcase, and upon use of it, starts a sequence much like opening a portal for contractors...in which they toss the briefcase in or something akin to trading them in for their own TC returns...maybe the TC actually comes back in the briefcase itself! The beacon, on the other hand, is where the briefcase returns to after a quite a period of time, into whatever container the beacon may be in. This works through the smuggler satchel, but still would require it be kept somewhere near a window. All of this must be done near a window to space...say requiring X number of space tiles within sight, for proper connection. An Agent ID, a free encryption key, and potentially some low-cost stealth/infiltration items as well would be their bonus items. Pick Pocket gloves would help a ton. That was the gist of the idea, according to folks in dead chat, quite similar to other code bases, but again, was actually told I should come post about it here so...That I did!
  3. It came to me an idea on something that might help in this suggestion of SOMETHING.... Make locking down borgs (all borgs) take a short period of time. Sending an encrypted signal through a specialized network or some such...needing someone to sit there for...lets say a variable 5-10 seconds to do (Different people type fast/slow). Let Malf-hacked borgs take twice this, fighting against the corrupted code and the like, as well as alerting the borg that they are being counter-hacked from (Insert location) so they can alert the AI/other borgs and potentially stop it, and guide the AI/borgs to where the crew has built an emergency console or the like. The variable speed if possible being a slim cover of if they are hacked or not....slim but it's some protection at least. Detonating Borgs should always be a last resort as they say, so this too should take maybe a timer to perform, be it longer or shorter than the lock-down time....as well as providing a short alert that it is happening to the borg and those around it. This would give the borg either time to move away from crew/walls/dangerous to explode around things if it is truly being framed, or for it to chase down and try to ensure it's death will further the AI's goals. (Lets be honest, half the time when borgs are being blown, they are blowing next to people fighting, or right inside Robotics) The last idea for all of this is more on the restoring Borgs from an Malf AI if locked down and captured safely. After removing the AI link, a new board would be installed on them. "Station Protection Control", a sort of mind-shield for them which could be removed by hand as well so antags aside from the AI could still subvert, but it may take a bit...picture it like the plate on doors to prevent easy hacking...but it'd also change the borg's laws to a crew-friendly set, and disallow changes or AI links until it's removed. This may help in those rounds where there are...less than intelligent cyborgs who keep getting subverted, for like the 12th time....they'll at least take longer to do so, and more obviously as some random person spam flashes a cyborg and drags them into maints.
  4. My feedback can come from the view point of a Cargo Tech, then the QM near the end. The initial starting station could use a little more in terms of "Halls" going East, West, and South, to give just a little more wiggle room in how people may construct things, as almost INSTANTLY cargo got boxed into not being able to have any sort of expansion or development beyond tearing down a few walls and adding a few more doors so the in/out flow was just barely annoying, considering how small the area is, and how many people would just cram in trying to order things, or waiting for their things despite being told it won't come in for a bit, ect. Job slots may also need some tweaking for the map itself, we had 5-6 people in that tiny cargo space...was very difficult to really get anything moved at times. The starting Mining zone may need to be moved closer to cargo as well, as....it seems cargo is the natural magnet for miners, and we had a lot of them come over asking where to go.
  5. Or...or just hear me out. Just putting googly eyes on all the borgs.
  6. And a variant as a sentient Syndicate item, 30% Chance of a large swarm of Syndi-bees, 30% of random chem bees, and 30% of poisoned candies. Spawn it in, tell it to go bother someone until it dies and releases it's payload
  7. A Wizard round where they have no truly highly dangerous or disruptive powers....BUT they are a special lich bound to the NAD...can't destroy it or get it off station...but you can't keep the lich down....Eventually someone will look away and they'll be able to teleport out of the area to continue to be a spooky annoyance. Rattle them bones, drink all the station's milk. Their ultimate goal is to make the crew miserable, yet unable to do anything about it to the point they just...stop trying and they can finally just chill out. Picture it, it's your turn to babysit the NAD...a spooky skeleton sudden shows up and starts slapping at your hands, knocking tools free, running around your workspace making "Spooky" sounds, being annoying and disruptive but ultimately harmless....Sure, you could bash it's skull in but...It'll be back...you can only hope to hold onto sanity until it's someone else's turn to carry that cursed disk...
  8. I'm a self-proclaimed master of terrible ideas that still sound fun and/or are so evil they should be outlawed for being just crazy enough to work.
  9. New Minor Antag: The Shadow Mote Spawns above a vent. Vent Crawling little shadow-loving thing who's only goal is to not destroy...but disable all lights that it can. Basically go into rooms, turn off lights, remove bulbs, maybe even blow an APC out once in a while to really get those lights off for longer. Slowly takes damage in the light (pretty slowly) but regens in the dark.
  10. Oh, you mean some of your tortures, like this, Denth?
  11. Nuggets, Tenders, or Fries? (Chicken or otherwise)
  12. Karri is very much Lawful Good, being the law abiding, good heart she is. Her sister Amanda True Neutral, she just...really doesn't have anymore fucks to give about anyone on the station, though she does lean a bit good because...well...stupid people don't deserve death but..fuck is it annoying....and Tahayata is Chaotic Good, because Vox...but Vox who isn't a skrek...just reports on other skreks, and occasionally steals their skrekkin stuff.
  13. That's also an idea I had floating in my own head, though it'd still have to be somewhat meaningful in size to be an "Option" for the station, though.... Perhaps as a new (higher chance spawn) space "Ruin" would work as well, maybe even a few different layouts/things about to make each unique...still require some upkeep/rebuilding before it's sort of functional....Perhaps even needing explorers to actually find it, and get materials there to rebuild/activate it as a shuttle destination.
  14. With a recent PR to update the parallax (I do hope it's merged in!), I took notice of something I normally ignore a lot...Lavaland has a crumbling moon. We already have a shuttle going up and down from the planet itself, why not have the moon be a destination as well? I'm no mapper or coder, but I have put some thought into this...least it feels like it. A secondary mine location, situated on lavaland's moon. It could serve as a "Safer" alternative to lavaland, and have a suitably reduced resource load to match. There would still be dangers there, and it's outpost smaller, and perhaps even naturally need some maintenance to maintain. This is also something that offers an "Emergency" location to get more materials in, should mining be gone and the outpost dead. Perhaps have the Moon locked off in red-tape requiring the QM to seek out allowance from the HoP and Captain to have them unlock the shuttle's navigation to such (Of course, SoP would need be written to dictate when such a thing would be acceptable: A large team of inexperienced miners, lavaland being lost, reasons why they would need the "Expense" of the outpost's upkeep and function in hopes of profit...So they don't just scream: "HEY HOP GIB MOON" "CAP, MOON?!" "YA MOON")....or maybe even just as an optional thing from admins to ping in from central, either in the station's actual need, or having a well written fax sent requesting such. Heads with access to central faxing really do need to remember it's NOT just the Rep who can fax central with questions/requests. The Moon Itself Most of the moon would seem lifeless (In fact, it pretty much should be), likely mostly iron, a trickle of silver, maybe even the rarest tidbits of plasma and uranium. The entire area would require EVA capable gear, likely involving a new mining EVA suit...just a re-colored station EVA at first, and Internals, instead of just the internals as there is nearly NO atmosphere on the moon. If it were laid out somewhat like lavaland, the outpost there would be on the left-most of the Z-level, and perhaps a laaaaarge abyss of a crater on the right-most side, to depict the massive hole that is the blown out portion of the moon. What sorts of threats would be here? The occasional carp, maybe even a shark, but nothing so much that could instantly destroy the ability to function even should the outpost get smashed, though it will take work to restore it all the same. Perhaps even a (weaker) rogue drone or two. "Derelicts" would be what I'd call the ruins/points of interest that could spawn there. Smaller in scale, smaller in loot/reward/items, but still serving as something interesting to stumble across. Things like crashed transports with some goods, tiny outposts that are either partially or entirely destroyed....perhaps even move the Xenomorph ruins to the moon! Total size of the area should only be a third of lavaland's, as the moon is quite a bit smaller, and a part of that is going to get taken by the massive hole on the side. Random events/timers will be suggested further in. The Outpost The outpost itself should actually be very small, compared to lavaland. Barely large enough for 2-3 people. The kicker here is that perhaps the generator powering it actually needs to be refueled before the base largely functions, and the air supply is limited entirely, requiring the miners there to get air tanks from the station to keep the outpost breathable. No holo-fans here, the airlock and changing room are one, requiring the waiting to depressurize and re-pressurize to get in or out, if they force the doors to be lazy, the outpost will vent most of it's air very quickly. The gear the outpost would provide isn't as strong as lavaland's....Some nearly no-armor-like EVA suits, picks, shovels, and internals. This isn't the place for any sort of need of combat-grade things, just enough for smacking the occasional carp, and maybe if you've come in or brought fun from home, the shark that might spawn here or there. I'd envision the outpost to be...somewhat shaped like a small 4-5 rooms clustered together. The docking port leads directly into the changing area, providing that risk for if they open the area to the vacuum, to at least be able to mad-dash right to the shuttle. South of this would be two rooms, one housing the telecom array, and the other the entire outpost's life support systems. Generator that needs fuel, and the atmos system that keeps the place more or less supplied. No real hidey holes on this place for antags, that would take place on the moon as a whole, turn off sensors, chuck them in some far corner, or in to the abyss. Major Events/Threats Meteors: The outpost might have some "Grounded" satellite defenses, but not even shelters would protect you from this random happenstance weather pattern. What sort of warning would you get? Well, as the moon would have just enough atmosphere to not be considered space, and thus carry sound...It'd start with the echoing booms, leading to a warning in the text box. Moon Fragment Collision Imminent: Attempting to display telegraphed strike locations This would then start spawning "Meteor" hits with a momentary targeting pointer, much like the ash drakes firefalls, so a daring miner might attempt to dodge them and keep going, or at least have a chance at survival should they have been rather far from the outpost's safe area. Moon's Haunted: A little meme-y, but...could be fun as a rare happenstance if a certain "Alien" derelict spawns or something. An eerie wind starts playing which...isn't something that the moon even has, hallucinations start occurring, if possible, as the various ghost sprites we have available, or even cult-constructs of all flavors. To try and spike it up more, perhaps some special space vines could spawn somewhere slowly creeping about ala Moons of Madness (AKA Secret World Filth) And of course. It could be a place team antags build up and hide at. Moon Cults being slightly more accessible than Space Cults, yet also less so than Lavaland, as the need for EVA-capable gear does limit things for both sides on attacks/defenses. There also only being the one station shuttle, means it might not be docked there and waiting should you be on the run, or trying to escape to/from the moon, it might be at the station, or at lavaland....if possible, Station to lavaland/moon transports would take longer, while lavaland to/from moon would be shorter. Anyway, there's my shower thought suggestion/typing blurb, at least I got it out there, instead of keeping it in.
  15. Fine, if you are gonna beg, why not do one of Karri and/or her big sister Amanda? They do all look quite amazing though, I can recognize quite a few of the characters (even if names escape me because I'm usually being a grump on amanda and just call everyone stupid/idiot/ect).
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