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acehunterkill

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    acehunterkill

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  1. That is very true. but in that same fashion a miner could do the same with terrariums and golems. maybe even a little more so with the other two. The ability to buy your own RND setup, or to make a bunch of super strong plants from botany is also a problem. however the time intensiveness of it would likely keep people from abusing it. since its unlikely a miner would want to spend most of their round doing basic xenobiology.
  2. yeah, basically the same way terrariums are used for playing with botany, and the same way golems are used for general experimentation and RND. just a way for people to do xenobiology without threats of power failure or antags interrupting. I see this working in the same way with other lavaland spawners, where the ghost role has the option to interact with the crew via trading or some other manner with the miners who visit them, in this manner they can have fun with the stuff they make and have some fun RP with the crew, so it isn't that boring. just spawning slime people...or just people with mirrors to become what they want. Ill let you know when I finish making a prototype base as golems or crew, as I am not proficient with setting up private servers.
  3. Name of Event:Lavaland Xenobiology One Sentence Description:The creation of a small fully upgraded xenobiology lab in lavaland that allows for people observing to play around with xenobiology and have small interactions with the crew via trading or other means Map Changes: no Code Changes: No Suggested Number of Players:4-6 Full Description of Event:This event is quite simple. it just requires the creation of a xenobiolab in lavaland and a set of slime people scientists that ghosts can be put in control of. The machinery will all be fully upgraded and there will be a supply of monkey cubes for the players. This event will be very reminiscent of other spawners allowing new players to try it out and older players to experiment with ideas. I suggest this laboratory have some supply of kinetic accelerators or other security measure to ensure they are not easily attacked by nearby lavaland fauna. They should also require a fax machine for this event so that they may make requests for extra supplies. It has also been suggested to me by norwest that this can be made into a syndicate spawner using the old lavaland syndicate base with the turbine removed to make room for a new xenobiology area instead with a patrolling sentry around to protect the base. This spawner would be a good little event to allow people to play with xenobiology and be able to interact with others. It could also set the framework for a xenobiology spawner.
  4. Have you ever wanted to make ghosts super salty? have you ever wanted to see the station fall into complete ruin within 30 minutes of starting? Do you truly wish to see grey tide station wide? well I have a solution for all these problems. with the basic concept being that there is a sever lack of security and weapons for the station, not allowing NT to send a dedicated force, leaving the station with a blueshield alone to guard command. The good news(for nanotrasen) they have given all crew the right to hunt valid targets (valid hunt). and while this would be a usual beatdown for the crew, there is good reason for it, since NT Statistics have predicted that over 25 percent of the crew is an EOC. In the face of such overwhelming odds NT has bluespaced dropped tons of crates of spears, axes, crossbows, holy claymores, bolas, and a large amount of other weaponry so that the station can truly see that the grey tide reigns supreme. Why would we do this god awful game mode? :your choice! it could be to silence valid hunters, prove valid hunters right, allow the station to turn into a massive brawl, and just add a level of bloodshed never seen by the station before, as soon as people make the vote. The antags chosen will purely be solo non conversion antags, vamps, clings, traitors, maybe a wizard or something. So the antags must complete their objectives while the crew must grey tide all the antags to death with pure show of numbers. not sure if antag murderboning should be allowed, but it seems like its an inevitability so maybe drop all the weapons off in equal amounts around the station. I am not sure if its a good idea to have fire arms be a part of this game mod, so really its up to discretion. Guns across the entirety of the crew would allow for some more combat and would make sure that antags try to be stealthy and manipulative rather than just rampage against a lesser armed crew
  5. Hello, I would like to make a suggestion for a shift scenario for the crew to fight against. Gaining inspiration from the common event of the syndicate seized armory shuttle that spawns nearby the station. This event has a crippled syndicate warship "crash" vertically in another sector that is directly opposite to the Cyberiad. This ship will be surrounded with turrets and have multiple "Torpedo tubes" which are multiple incomplete mass drivers on the sides of it and a large incomplete BSA weapon. The goal of this is 2 fold. the syndicate must repair their ships and gain access to their blocked off armories and tech storages to repair their ship, which when it is completed will be able to launch Maxcap explosives at the station. there will be built in restrictions that prevent this from happening early. like blast doors that are only opened by a button with its only connection being to the main depowered engine. In the meantime the syndicate crew must make sure that any crew that find them are quickly killed before they are discovered. and if they are fully discovered prepare for the stations assault. The crew's objective is multifaceted. with the main goal of preparing a large scale space assault on the ship with a combination of what weapons they can make and receive from nanotrasen. They must board the ship and capture or destroy it. Depending on what spawns randomly or is chosen to spawn I think it could make for an interesting round. for in this scenario Time is the syndicates ally, not the stations, I can also probably make a map of a possible ship layout for the scenario that best facilitates the most amount of combat between syndicate and station. let me know what ya think
  6. What I suggest is simple. first is just adding more random asteroids with minerals in them in space that can be mined. secondly add unexplored location signals in space on the loot areas that can be seen on the GPS, much like lavaland signals they can only be seen when you enter the sector they are located in to make exploration less tedious and boring. Finally what is the most complicated is adding some changes to the mining lasers the pods use. I suggest that they take less energy and do more damage, with the possibility of better mining lasers with better tech, such as mining explosion. however I think this could be bypassed by merely adding the option to add regular KA upgrades from RND or a vendor and be able to attach them to the pod. Regular lasers for pods should also be buffed for damage and power intake, but that is just something I have noticed.
  7. After watching many cult rounds where people are completely unaware of how to play cult. I think this is a good time to introduce a new practice spawner, kinda along the lines of the lavaland terrariums with botany. I suggest we add a secluded multiperson spawner in lavaland or space that is secluded enough so that its hard to get to but not impossible to access, much like the old syndicate comms base, that prospective cultists, or people who just want to play around with cult gameplay, can do cult activities. This spawner must first and foremost allow people to practice cult things. One of the most important being conversion. So I have an idea for a layout and setup for this base. "Many years ago your cult waged war against an angry wizard and was overwhelmed by his many summoned warriors. years later you and your fellow initiates must reclaim your temple and drive out the invaders." this will act similarly to the delta station spawners and the old syndicate radio spawner, where the station is cut off from easy access, and the spawners must fight their way through hostile mobs to reach their goal. I believe it would be best, if these mobs were capable of being stunned then shackled so as to better hone the cultists skills, but it would be much easier to just require that the mobs be able to get killed with weapons so that the cultists can practice combat. maybe a mix of both. There also comes the problem with having the cultists be able to leave their base with teleport, if it were a cult round this could cause complications with the threat of 3 new cultists and however many constructs they made overwhelming the station. So there are two ways to balance this, either not allow the spawners to appear during cult rounds, or just make it so the spawners dont count to the current cults goals, and make them incapable of teleporting from their base, due to ancient wizard magic or something. there is also the possibility that a new cult could be coded in, that will act as the main spawner, maybe a benevolent one, which will deal with the teleport and cult intereference. so the cult and the spawners arent connected and cant work together. So to summarize, the creation of a cult spawner that is cut off from the station, where people can do cult stuff and practice combat and other skills. you cant really teach subterfuge in this situation, but I don't think you really need too in the first place. thanks for all the wonderful people in Dchat for the inspirations.
  8. Stabilizing is a very important item for miners and other lavaland residents, I think it would be a good idea to add some kind of lavaland flora that produces a set amount of stabilizing serum(maybe 15%). it would allow lavaland residents to access cores more easily and it would allow for a secondary source of the serum rather than just merely from the vendor, similar to how RND can create mining KA mods. Also I would like to take this time to say that the lavaland terrariums should have a chem master and not a condimaster, it severly hinders the ability to make meds in surviving lavaland.
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