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Messages - Fayrik

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196
Other Games / Re: Space Station 13: Urist McStation
« on: February 28, 2013, 09:20:07 pm »
The only way an alien game type could work is if the aliens couldn't turn players over to their side so easily.
We had a guy in a mech for petes sake, and he got one kill.
You'd have to be abysmal to fail at being an alien.

197
Other Games / Re: Space Station 13: Urist McStation
« on: February 28, 2013, 09:11:53 pm »
I beg to differ.
I agree.
What's the fun in a round that can only end in one way?

Revolutioooooooooonnnnnnnnnn time.
I wish I could be there for it, but I need to get some sleep. Another time, comrade!

To be fair, it was pretty much two rounds, due to the second being only half an hour due to engineering releasing the singularity. Half of that round was the shuttle arriving, departing, and being overpowered.
Well, this here is basically why aliens isn't a real game mode. Like Knight of fools said, you can either evacuate or die. Those are both failure states.

198
Other Games / Re: Space Station 13: Urist McStation
« on: February 28, 2013, 02:21:26 pm »
I just flooded the station with superheated deathgas. That was glorious. And then I accidently commited suicide. In the escape pod of Security. At CentComm.
Oh that was you!
...Well done on your raze everything tactic though. Worked pretty well.
Though maybe we should start being more suspicious of each other. Hard to do on such a small server but hey.

199
Other Games / Re: Space Station 13: Urist McStation
« on: February 28, 2013, 02:02:24 pm »
Protip: Always check for the Singularity Generator.
Pro-tip: Don't leap across what you assume to be a small space gap when you can't see the other side. Sometimes there isn't an other side.

But seriously, why is it whenever other engineers help me set up the singularity generator, it always fails?
It's like it hates collaboration or something.

I also need to set up my alternatives to be not station engineer. Maybe atmos or quartermaster... Choices choices.

200
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 06:32:24 pm »
Had a crazy round earlier. Get to my office and almost immediately two station engineers, both named John turn up.
One heads off to fix stuff while another goes to set up the singularity. I help to a degree, setting up the engine partly, but he's done most of the work, much faster than I would have. (Considering he took what seemed like a few short-cuts on power distribution, and plasma handling.) I take ages prepping for EVA anyway so I was glad he dealt with that for me.
Long story short, five minutes later the Singularity escapes and we have to evacuate the ship.

The first time I've ever been responsible* for releasing a singularity.

* As in supervising

201
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 04:31:49 pm »
Gah. I'd love to host a temporary mirror, but I don't think I have the bandwidth for it.
Really quite annoying as I have a server up and running anyway so it wouldn't take me long to set up at all.

I guess it's just back on the cold turkey for me.

202
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 11:42:26 am »
I'm meaning to play CE for a while, but it's always taken.
Oh sorry, that's probably been me recently. I've been CE for the past few nights. If you really want it then I guess I could find something else to do, but it's a big responsibility and I'd hate to see the position vacant.

That said, I've not been CE the whole time.

203
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 01:16:12 am »
...And what about AI. I've only seen a few AI in game.


I've been AI a few times. I'll start being AI more often, it's just sometimes more fun to be able to you know. Pick up a toolbox and beat someone to death with it.

Well that's thrown a spanner in my trail of thought. I want to see more AI around... But Skip is probably my favourite character I've met thus far.

204
Other Games / Re: Arma 2 + Arma 2: Operation Arrowhead
« on: February 27, 2013, 01:02:31 am »
Oh dear god it's actually happened.
There I was thinking that Armed Assault was the only game I wouldn't hesitate to buy for full price on day one.
And now I'm hesitating about buying it at full price on day one.
I could have gotten ArmA 2 on steam, but I specifically ordered a retail copy from a website I'd never used before. Or after.

Such a shame. I was really hoping to get the game from the Bohemia store this time around, but I probably won't if it's Steam only.

205
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 12:55:01 am »
or suvival mode
That's basically a regular extended round, isnt it?

Also, It would work best in Extended. Sandbox mode is extended but also includes giving out a free spawn anything verb to the players and making the admins end up with two of them temporarily.
Well, I was actually thinking of doing this all in extended. No events barred either. For the toughest of us mega project enthusiasts out there.
Yes, we'd need Atmos. access, but the Chief Engineer has Atmos access.

I'm also wondering if it's possible to pull designs of parts of the ship out of the game at rounds end, so that we could build new rooms and permanently add them to the station. Massive fortress station ho!
...And what about AI. I've only seen a few AI in game.

206
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 12:46:29 am »
Heh. Begining of the round before it crashed, I was the traitor for all of five seconds.
How exactly does a chief engineer betray the ship? It'd be like the captain being the traitor! ...Nearly.
I like to think you guys were doomed from that moment on, but in reality I probably wouldn't have tried anything.

On a tangent though. People were asking after new game types. How about a creative/sandbox mode where we try to expand the ship by at least one room before it gets completely destroyed by some horrible disaster.
And I mean one whole. Atmospherics, electronics, the lot!

207
Other Games / Re: Space Station 13: Urist McStation
« on: February 26, 2013, 09:01:33 am »
We don't seem to have enough engineers ever though.
Well, unless anyone else here enjoys the stress of having to perform nearly every restorative function on the ship single handedly, I'm quite happy to just keep playing Chief Engineer almost constantly. Sure, I'll miss playing Janitor but heck, I was only going to wind up making enemies that way anyway!

Though if there really aren't that many other Engineers, maybe it's time I taught Poly some new swear words.

By the way, something that came up in the last round I played that I want to address: I killed a person as a traitor, and then later in the round they were brought back as a Adamantine golem then they started to slowly start telling people that I killed them.
From an RP perspective, I feel this is bad form, but this server is so relaxed, I don't really have a problem with "bad form" when it comes to RP.
What's really bad about this is that it works against the balance of the game. Traitors just can't operate if every time they kill someone, the corpse just gets up and starts detailing everything that's happened to them previously.

Speaking of RP perspective, however, the first time I got attacked on this server, it happened so fast I couldn't see who it was. Not that it mattered, I didn't get to tell anyone because they came back to finish the job not long after! Hehe.

208
Other Games / Re: Space Station 13: Urist McStation
« on: February 26, 2013, 12:04:23 am »
Atmosia Independence gamemode?

Fuck yes.
Nevah! Engineering can not, and will not tolerate such insubordination!
( :P )

Rule one of EVA bodies: Turn off your jetpack if you're next to the station.
Jetpacks? Who needs Jetpacks?! I went on at least seven EVA missions with nothing to stop me drifting away but a fire extinguisher. And I only had that after my fourth EVA.

I nearly died 4 times as xenobiologist. Sounds good enough, considering the power outage and then un-outage early on. :)

Also, Turned into slimeman.
Oooh, yeah that was my bad. I had incorrectly picked up that you should run the Solars THEN the Singularity. Next time I won't be so lax about my speed. (Though, if you want the power, having some help early on would be appreciated!)

We are having the longest and best round ever.
Pretty much exactly how I feel about it. It took forever, but my god was it worth it. I really got to explore the ship, while I desperately tried to keep it in the state it was in when the round started.
Though, despite a few little space carp here and there that knocked out some of the windows, I think I could have done with a slightly bigger disaster. Or, maybe one for all the crew together!

and yet, I am alive and you are dead.
it was a great round. Traitor round, sure. but it played a lot like a good extended. most of the action wasn't fixing traitor damage, but rather suspicion.
I quite agree with this too, I didn't even realise there was a traitor for most of the game, until security went nuts. Just while I was trying to fix the place.  :D
Though you did make me a bit suspicious of you when you went around trying to spread distrust of the HoS. You really could have done with a simple conspiracy theory right there, 'cause with the slightest of accusations against him, I would have had no idea who to trust.

Edit: And before I forget, a massive out of character thank you to the roboticist who saved my life from a case of deadly space appendix.

209
Other Games / Re: Space Station 13: Urist McStation
« on: February 24, 2013, 07:35:34 pm »
After reading some of the more macabre adventures described in this thread, my interest has over taken me and now I'm ready to try this out.
Two questions though:
  • Do you guys go easy on new players, or do I need to find somewhere to train?
  • Any tips for aforementioned new player?

210
Scrin
(╯°□°)╯︵ ┻━┻

Not in my C&C. No such thing. NEVER. HAPPENED. If it was released after Generals: Zero Hour, it DOES. NOT. EXIST.

You want GDI and NOD?
Spoiler: HERE THEY ARE. (click to show/hide)

You want Red Alert?
Spoiler: HERE (click to show/hide)

Tangental rant aside, -
No, rant not put aside. This is hilarious to me, as someone who's never even played Generals yet. (I have it, I just need to find the mood to play something... Err. 'New'.)
The Scrin, as far as I understand, were introduced in Tiberian Sun's campaign. If only briefly, you certainly got a feel for their laser powers.
Y'see, I'm happy to agree that anything past generals didn't exist, simply because I haven't played that far through the series.
Hehehe. :D

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