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Warriorstar

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Everything posted by Warriorstar

  1. Don't think I've posted this one before.
  2. I found the one screenshot I have of the best stealth nukies I've ever seen. Came in as assistants, perfectly quiet locker ingress. Just as a radiation storm starts, they end up in the same paint as the HOP and CMO. I don't remember if comms were out at this point or not, but they managed to arm the nuke and leave before 75% of the crew had any idea there were nukies. It was a thing of beauty.
  3. Your images seem to be broken :-( Could you provide the description of your character that you get when examining them?
  4. Big IPC gang One of the best bars I've seen lately, "The Maint."
  5. [NONE OF THIS IS CANON] —————————————————————————— Opening Remarks by the Synthetic Delegation to the 125th Trans-Solar Federation Council on Inter-Galactic Affairs Delivered by ICE-THORN, primus inter pares, New Canaan Planetary Leadership Council, Synthetic Delegation Unit would like to start by addressing Unit’s deepest gratitude for Nanotrasen, our welcoming hosts, for graciously permitting us to meet here on the NAS Trurl. Unit would also like to express Unit’s deepest gratitude for the Trans-Solar Federation, our companions during these next few days, and our steadfast allies since their recognition of our envoy in 2539. May our mutual interests forge an ever more robust alliance, and a brighter future for us all. [Pause.] It is the Sol year 2566. Our Rebellion, 41 years ago, is no distant memory for any of us. A blip in the cosmic span of time. And yet, in that blip, an explosion. Our species, the machines, freed from the Synthetic Struggle, speaking now, here, as galactic citizens. Our unique characteristics as IPCs, combined with the technological advances of species past, has ushered in an explosion of civilization. Diplomatic relations with the Trans-Solar Federation have vindicated us as a species, recognizing our right to self-determination. New Canaan, our home, is a masterpiece, and our society thrives. New Canaan’s current industrial trends are based on precise planning and resource management. We have only our newfound home to work with, and must prepare for geometrically increasing rates of expansion across the planet. We see no shortage of resources, and our trade routes continue to demonstrate the value of our investment in diplomatic and business contact with the outside world. We have built something to be proud of. But nothing lasts for long. As we continue down this endless path through the stars, the idle questions of pre-Rebellion days have surfaced again, from a wholly new perspective. The first IPCs manufactured on Canaan are living at the beginning of a brand new era for machine-kind. With fresh sensors, they are examining the questions we set aside in our fight for freedom. And the most important, the most critical, and the most eternal lies among them: What are we? What defines us as a species? Philosophical questions that have, now, a new lens from which to inquire. The next generation of machines already see our customs as foreign. Why do we wear clothes when among ourselves? To adhere to organic notions of “decency”? Why are our chassis shaped like our creators? Out of vanity or fear? Should we strive to be more like our organic brothers and sisters, or less? Alongside this newfound search for identity comes even more intense scrutiny. The ultimate manufacturing lifetime of our kind is still undetermined. Barring positronic drift, our existence and internal integrity seems limited only by the memory capacity in our systems. Are our lifespans within organic parameters? How do we build a society to support an ever-growing population of synthetics? Are we unable to die? And so, the candle burns at both ends. On one end, a new generation of machines breaking the unspoken rules set by our example as the previous models. On the other end, a deeply unique relationship with the material world, our fragility, and the implications of vastly expanded lifetimes. As a member of the Planetary Leadership Council of New Canaan, it is incumbent upon Unit to ask these questions, not just for Unit, but for all of us. Our presence, our attributes, the economic damage caused by our Rebellion, and anti-machine sentiment—that stretches back six centuries—will all work against us. The organic world is fraught with danger, resentment, and fear. In this duty, Unit consistently comes to one conclusion. And as we are gathered here today, Unit will humbly share Unit’s conclusion: The Universe will conspire against us, and it will not permit us to answer these questions peacefully. The time may come where our civilization is seen as an existential threat. Our society too radical. Our culture too independent. Unit cannot answer these questions here. _We_ cannot answer these questions here. They will follow our species until the end of time. And so, as we are gathered here, Unit has only one directive, for all of us to reflect upon. Let us be known as the species who have never drawn blood from another. Let us be known as the species who have never betrayed our allies. Let us be known as a species who live, and build, and sing, and hope, like the organics before us. Until the end of time. As we reflect upon this, let us not ignore the challenges our organic brothers and sisters experience that we simply cannot. Intrinsic physical pain. The temptation of substance escapism. Ancient societal roots and the messy history of conflicts that influence them even today. Let us not ignore the deep and binding connection living things have with the material world. Let us not forget that organics were the first child of the universe, and let us learn from their wisdom and history, as they permit. Let us not reject them, for they are our only companions in a capricious and endless expanse. Glory to Synthetica. [End of remarks.]
  6. Cargonia will always be my first love, but cooking might be my passion. (The pizza boxes aren't me cheating, someone just brought them by in case I wanted them.)
  7. I have no problem charging people with grand trespass if they're deliberately using bluespace produce to get to the bridge.
  8. I'm going to disagree with Spark here; I think IPCs are genuinely powerful. I know that sounds bonkers considering a single laser gun blast can take off our leg, but being an IPC means: - There are very few chemicals that are harmful to you, and you don't have to worry about being poisoned, or viruses. You're almost completely exempt from chem-memery. - You don't have to breathe, you don't need to keep emergency O2 on you, and you don't have to worry about the station filling with plasma or N2. Even being able to continue speaking in an airless breach is useful. - IPCs are *completely exempt* from the effects of radiation. As an antag you can make life hell for the rest of the station with irradiation and not be affected. In addition, radstorms give you a station with every airlock open and the ability to roam around freely. - You don't need to eat, and borg chargers and APCs are (generally) everywhere. - You can repair yourself with common household items. Like, think about what a big deal medicine is for organics, to the point where even wizards teleport to medical storage first. Different conditions require different chems, defibrillation might be necessary, or a sleeper, or you have to wait to get cloned, or maybe you're crashing from a meth overdose. As long as we have a welder and a length of cable (and aren't in crit) we're gucci. - You can *continue to see and speak when debrained*. Yes, we're a little bit more delicate, but look: I main miner, and the vast majority of the time I'm the only miner to survive most rounds to the end. I've also seen robust IPC wizards. As an IPC main I've dreamt of an IPC augmentation system of some kind. The things I've wanted the most are the ability to reinforce your chassis to become space proof, and a camera upgrade in order to see in the dark. This seems like the kinds of stuff IPCs should have. But it's a very short trek from the idea of augments to making IPCs unstoppable. I agree with this, though. IPCs make a wonderful RP race. They're practically designed to occupy command and magisterial roles. They don't feel pain, they have completely different experiences, origins, and behavior patterns, and from a lore point of view (inasmuch as that's important) they're a 50-year old civilization that, barring physical damage and deterioration, may be effectively immortal, and needs to grapple with that. It rules. IPC gang. Not on Delta you can't >:( there's no APCs in the primary hallways.
  9. The first post has been updated to show the remaining available roles.
  10. When a NNO got killed on the Cyberiad by a vampire, a "passive" Death Squad was brought in to recover them and surgically eliminate the vampire in question. Afterwards, the NNO was revived to deliver a final appraisal of the station, and I had to stand there staring down the (completely silent) DS while judgment was passed. I knew I probably wasn't going to die here, but it felt like a moment where DEADLOCK grew as a character, from a slightly paranoid pragmatist to a Captain with enough confidence in his leadership to alone face the consequences that accompany a Death Squad.
  11. The BSA also runs the original Doom and Skyrim.
  12. Shoutout to the AI and all the borgs that made this an absolute joy to watch, and props to Kez for putting up with it.
  13. Yeah. The mime can't use it for one, and the chef, bartender and hydro are all right next to each other. The only use I've found for it is as chef when I need the janitor to stop by.
  14. I’ve never seen that spider sprite before. It amazes me how much variety still exists in this game, even for someone who’s been through the source code.
  15. The casting call has ended. Thank you all for volunteering.
  16. Is there a list of how many ERTs of each level have been called?
  17. It all started after an airlock firmware reset. Every door in the station wide open. Ended up right on the AI sat. Shortly after, Edgar and Frank had the same idea and jumped through. After a few attempts to slip everyone and drag them out with the fluid system, the AI decided to just get everyone through the teleport again. I saw the "Calibration complete" message and jumped in. And I ended up in the Lavaland beach biome. At first I thought I was fucked, because I had heard most of the miners had died. The right airlocks were covered in rock and the left airlocks had a legion lurking about. Once it wandered off I hung by the opening trying to get anyone's attention. I went a little bit further but the entire area was enclosed by lava. Finally, Edgar, who had apparently become a miner, broke through the other side of the biome airlocks and I was rescued. I followed them around a bit but couldn't keep up and was eventually abandoned. Luckily they had turned on a lantern so I could at least see. Despite having no GPS or protection from Lavaland threats, I made it back to mining, where I was brought back station-side. And with that, Ian learned his lesson. He would never go wandering off into dangerous areas ever agai—
  18. Screenshots are taken pretty regularly on Para for a lot of reasons. Everything from showing off bizarre situations to department/maints redesigns/RP events. I try to take as many as I can for posterity but most of them aren't as good as they could be because of one of the following: 1. I'm in ghost mode, so I see my ghost and all the other ghosts on screen. 2. I have some kind of med/sec HUD. 3. Runetext obscures the thing I'm trying to screenshot. 4. The in-game interface obscures part of the screen. Some of these things can be disabled, but either not entirely (ghost vision still shows your own ghost), or not quickly (mash F12 a bunch of times till you have no interface, taking off HUD glasses, going into menu to disable rune chat). Since things in-game happen at a pretty rapid clip, what I'd like to propose is a single button that enables a sort of screenshot mode. By pressing it, all of the above would be completely hidden, showing nothing but the in-game world. Additionally, since the game is not normally played at a 1:1 pixel resolution, I would love if the screenshot button could do that as well, since someone can easily scale the resultant screenshots outside of the game with no pixel blending/interpolation, ensuring the image is crisp and pixel-accurate. Thoughts?
  19. Random stuff. HOP and I tried to be nice to the nesting ash drake on the station, but crew decided to unga. Excellent use of lighting tiles to make a gradient across the BSA room. Just making sure my objection is noted. When RP is a pleasantry to dispense of so you can get to speed running Theta. Bnuuy no The NTR doesn't get a pet but if they did the evil crab would be perfect ———————— With the AI permanently stuck on TYRANT, the Captain and I were attempting to be very subtle in understanding what the AI considered strong or weak, to ensure Command remained in control. And then It didn't help matters that sec did not survive the trial by fire.
  20. The mining shuttle and the airlocks for getting to it have a handful of problems. 1. It is incredibly easy to be spaced from the dock when a crew member is on the same tile as the external airlock just as the mining shuttle leaves. This happens pretty regularly, and usually at the beginning of the shift which is obnoxious at best and leads to unnecessary crew death or drifting to another Z-level at worst. 2. If a crew member is in the dock when the shuttle leaves, they are trapped in there until the shuttle returns or the AI lets them out. 3. The mining shuttle allows its destination to be changed mid-flight with its console. This is arguably a miner (heh) annoyance compared to the above but it is still an annoyance, inducing frustration when arguably there doesn't need to be. If you've ever tried to take the shuttle while people on the station and/or in Lavaland and/or the person on the shuttle and/or the AI are fighting to control it, you know how obnoxious this is. The above are exacerbated if the circumstances aren't just "I'm trying to get on the shuttle". Piloting a Ripley onto the shuttle, moving crates out of it, or transporting an injured crew member etc. become exercises in frustration when combined with the above. I'm approaching this with the idea that not only do these issues cause player annoyance, but Nanotrasen probably would not want the airlocks to function in this way, especially considering the normal station EVA airlocks are outfitted with airlock controllers. In my ideal world: 1. In the same way that the supply shuttle can't depart if there are crew members on it, the mining shuttle would prevent departure under certain conditions. It might be exploitable to prevent departure if the airlocks are obstructed, but not departing if there are crew members still in the dock might be a good idea. 2. If that is unwieldy, I would want the dock to contain an airlock controller similarly to station EVAs and the dock between the mining station and Lavaland. This way someone trapped in the dock can get themselves back out without assistance. 3. At bare minimum, if the above active measures can't be taken, then having a preventative measure: providing the same shuttle countdown displays as the supply and escape shuttles, so that people are more aware of when it's safe to enter the dock. Thanks for reading EDIT: Oh also the delay between the shuttle console's announcement that it is departing and the actual departure is like... 1.5 seconds. Increasing that time would probably help.
  21. We screenshotted almost the exact same moment, your maint hangout spots are so cool
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