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Bone White

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Everything posted by Bone White

  1. Only posting because this wasn't the correct number for the count.
  2. Confirmed working in practice as of October 2014, when I personally tried this on another, willing vox. I wonder if you'd want to have vox-specific anaesthetic tanks in surgical?
  3. If admins chain-post do we get to start counting numbers..?
  4. The same system that allows you to open airlocks by walking into them instead of using your hand. See http://en.wikipedia.org/wiki/Smart_key
  5. T ray scanner goes in your pocket, or if you're smart, your hazard vest.
  6. I am a frequent Diona player, and wanted to let you know my tips for effective roleplay. To clarify, let's get some terminology out of the way: Diona: The name of the race, singular noun. Dionae: Plural noun. Nymph: A single living independent Diona, comparatively lacking in mental and physical ability when compared to a human. Gestalt: A combined mass of Nymphs, who share a collective thought process and identity. This is the race you play when you select "Diona". Now there are some additional things to bear in mind here. A gestalt is made up of the sum of it's conjugate nymphs. That is to say a Gestalt may draw on the memories, experiences, knowledge, skills and personality of any or all of it's Nymphs. This makes Gestalts very wise, intelligent and knowledgeable when compared with other humanoids. Gestalt do vary in this, dependent upon the quantity and quality of the Nymphs that make them up, and you should not be tempted to use this as an excuse to mary sue. When I roleplay as a Diona I have a very simple way of describing myself. I use two nouns to signify which part of the gestalt is communicating, and which are thinking. For example: We here signifies that the entire Gestalt is feeling well as a whole, and the individual Nymph who is speaking applies some personality to the conversation (as humanoids like to do) by saying how that nymph itself is feeling. Note that all nouns have a capitalised first letter. It can also be applied when talking to other Gestalts. In this case, Gestalt 2 can tell that they are asking for the feelings of their gestalt as a whole, and an individual Nymph. Note that Gestalts will not refer to non gestalts in this way, or to an individual and independent Nymph. The beauty of this idea is that you can have self conflict. The gestalt above is saying that the communicating Nymph cannot wire the solars, but the gestalt as a whole might be able to. Upon internal communication, another Nymph (referred to as they, as Nymphs are asexual) does know how to wire the solars, so the gestalt as a whole and the communicating Nymph will try. I imagine Dionae are slow and labored in their responses, which allows you the extra time to roleplay like this, and it does get easier with time. There will often be language barriers that are introduced, such as differentiating between You (plural) and You (singular) as well as They (plural) and They (singular), and other derivatives. These just add to the roleplay immersion. I challenge myself to never refer to anyone by their name, but just by using pronouns. We and I hope that You and You may find this beneficial, though They may not. ---- To be continued....
  7. The main issue i can see here is players going ssd with dna locked mechs so let me tweak this a little 1) people who go ssd inside a mech are treated exactly the same as if they went ssd inside a sleeper. After too long, they get removed from the game and the dna lock is cleared 2) if people go ssd outside of the mech, then the dna lock is only cleared when they are dragged to cryo and they leave the game that way. Thoughts? I didn't want the mech to eject a ssd inhabitant, because then they'd likely die to the lack of atmosphere, and it'd mess with antag objectives, at least being removed like cryo sleepers will stop this being an issue.
  8. or just a channel that only admins can send to, but antagonists can hear...
  9. So, what happens if a thin person encounters food whilst going down disposals, do they automatically eat it and then possibly get stuck?
  10. attached to the wall like a fire alarm, one behind each chem dispenser.
  11. How about a special mass driver for mechs to leave at round end without going on the shuttle? It would offer some interesting ways of escaping the station for antagonists, and prevent the mech abuse/bottlenecks on the shuttle.
  12. You can actually get a lot more inventory space, by putting small items inside boxes, inside your backpack/dufflebag.
  13. at 64x64pi size for each sprite they'll look like this:
  14. Player Complaint (Bone White): I just got smitten 4noraisin.
  15. Due to the massive amount of reagents required to manufacture chemicals now, I find myself constantly running out of room for the beakers. It'd be good if there was a shelf (basically a filing cabinet, but for beakers) that could store beakers with chemicals in them. That way you could make large amounts of intermediary chemicals for use in creating actual useful chemicals, making the process more intuitive and less clumsy.
  16. A suggestion given by a non-forum using member of our community. Adding vocal chords as an organ would allow the ability to mute someone by removing the vocal chords. I support this.
  17. So, Adr, Nomzy and I seem to be playing this a lot. We have a group conversation going on Skype so if you're playing, or learning to play, we can invite you. I'm the token bad player in the group, so you can't die as often as I do...
  18. There needs to be a fair balance of strict access control, and lesser more physical obstacles. If you "bullet-proof" every security flaw, then every minor crime (climbing over the bar) is going to become a moderate one (breaking into the bar).
  19. The correct use for loyalty implants is: 1) When Space Law allows it. That's it. Bear in mind it can be used to replace a permanent (60 minute + ) brig timer, or execution, if the HoS/Captain sees fit. It should never be a method to "test" to see if someone is an antagonist. There was a recent thread about this so I'll keep this short here.
  20. 1) No different to buckle-cuffing, imprisoned traitors who purchased concealed items would no longer have a chance of using them, removing choice and opportunities from the game. 2) Some players have the "protect" objective, or may be working together with a traitor, and as such would want to free an imprisoned ally. Making the trip to the escape shuttle safer would remove this opportunity to break them from custody. 3) If you walk instead of run, the knockdown is halved, however this is a good suggestion. 4) The only thing the HoP should do when he finds someone breaking Space Law and needs them arrested is call security. The HoPs job is not to arrest people. 5) Again a viable xeno tactic, and once xenos are spotted, more precautions should be taken to limit the impact of depressurisation. In summary, all of your suggestions except for 3 are putting too much power/safety in the role of the protagonists, and taking it away from the antagonists. Playing an antagonist is hard enough already - especially for new players - without making it harder.
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