Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Damiac

Pages: 1 ... 43 44 [45] 46 47 ... 71
661
Other Games / Re: Space Station 13: Urist McStation
« on: May 06, 2013, 03:03:46 pm »
Well, since this is kind of a community thing, what SHOULD I be?  Do we have all the roles covered?  If nobody likes being the chef, I'll play that for you all.  Wanna help out, y'know?  Otherwise, I'll start as an assistant, then upgrade to Cargo Technician.

A cargo tech is essentially an assistant with a little more access.  You won't be taking a job from someone else, but you'll actually be able to be somewhat useful as well.  I would definitely recommend that over assistant.  As an assistant, all you can do is wander the halls and harass people.  As a cargo tech, you can order cargo, then wander the halls and harass people. With any luck there will be a quartermaster, who will be your boss, and can give you a lot of pointers.

You'll be able to order yourself various supplies and equipment, so you can try out some hacking and get a feel for that. I started out as a cargo tech, and was able to get the hang of it in a couple of rounds.

662
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: May 06, 2013, 02:20:47 pm »
I don't think armor does reduce damage, except for special stuff like carapace armor reducing melee damage.  It's been a while since I played though, so I could be wrong.

663
Other Games / Re: Space Station 13: Urist McStation
« on: May 06, 2013, 02:18:46 pm »
I'd recommend starting out as a cargo tech.

You get maintenance access, plus cargo access obviously.  Cargo is a pretty easy, low pressure job, and it gives you access to all the supplies you need to learn to build things and hack things, if you're so inclined.   

If you start off as an engineer, you can destroy the whole station with a small mistake.
If you start off as a cargo tech, the worst thing you can do is order the wrong thing, and since we don't even have a cargo department half the time, that's really not a big deal.

664
Other Games / Re: Space Station 13: Urist McStation
« on: May 03, 2013, 11:38:40 am »
I'm so glad we have a server, so I don't have to play on TG.  After going on their forum, it's quite clear their community SUCKS.  Players and admins alike. 

665
Other Games / Re: Space Station 13: Urist McStation
« on: May 03, 2013, 09:11:05 am »
If the virologist does his job right, nobody actually notices. If he doesn't do it quite as right, everyone hates him.

It's a thankless job. Unless a viral outbreak occurs. Then the virologist gets to actually do something that people give a shit about, namely cure the disease.
Cures are usually handled by Chemistry.
Except from what I've seen, the kind of cures that are listed on a medical scanner takes awhile to actually cure you (I think?). Vaccines created by the virologist cure instantly.

Whenever I've seen a virus outbreak, it's almost always cured by chemistry, even if there's a virologist.  So you just end up with everyone on the station hanging around medbay eating chemicals.  All you have to do is cure one person, draw their blood, then make vaccines from that blood, right?

Does the CMO have virology access?

666
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 03:22:47 pm »
From OP:
THREAD RULES:
•No discussion of admin-ing style of other servers.
•No personal attacks.
•No ban discussion, except as directly related to Urist McStation.  Please discuss bans of other servers somewhere else; the bruised feelings tend to get the general discussion thread locked.


Come on guys. If this thread gets locked the server's only going to die.  Please adminhelp this stuff

667
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 03:16:04 pm »
You really should be adminhelping this stuff, and not posting it on the forum.  Adminhelp what happened, with the name of the player who griffed you, so this thread doesn't devolve into people complaining about other players. 

I do feel your pain greatorder.  But it's not going to be constuctive if you post it here.

668
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 12:17:36 pm »
No, 1/4 of all players are traitors. so 16 total players = 4 traitors, 12 normal crew.

1/4 = 1:3. 

At least, if we're all using the same terminology here.  If it's in fact 1:4, that seems reasonable to me.  But no matter the case, I think the max should be pushed up to at least 6.

Does it have to be a flat ratio? Because I'd think some sort of inverse exponential growth would be better, if possible.

Meaning: 0-4 crew gets 1 traitor, 5-9 gets 2 traitors, 10-17 gets 3, 18 - 25 gets 4, etc. So you'd get fast traitor growth at low pop numbers, but not so much with high numbers. I pulled those numbers out of thin air, it's not a real inverse exponential formula, but I hope you see what I mean.

669
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 11:55:45 am »
Wait, what? Currently, for each 3 loyal crewmembers there is one traitor, up to the maximum of 4 traitors. How is changing it to 4 crewmembers vs. one traitor going to make things MORE exciting?
No one ever said there was a max...

If there is in fact, no max, disregard my comments about the max.  But if there's no max, 1/4 is too much.  6 traitors vs 18 normal crew? Sounds like chaos to me.  10 traitors vs 30 normal crew? The station's gonna burn.

Also, if an AI is traitor, that should count for 2 or 3 traitors, given how they are everywhere.  If there's a traitor AI, that's what the round is going to revolve around.  A traitor crewmember is likely to keep to himself for the most part.

Also, plox rmv blob mode.

670
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 11:24:53 am »
1:4, but to a max of 4? It's a rather low max for such an antag heavy ratio if you ask me.  4 traitors vs 12 regular crew is quite different from 4 traitors vs 20 normal crew.

I would prefer a 1:5 or even a 1:7.5 ratio, but with a max of 6 or 7.  That way you don't max out on traitors until you have 30 or 40 crew. 

However, it's really not that big of a deal to me either way.  It's already a big improvement from 4 traitors vs 2 normal crewmembers.

671
Other Games / Re: Space Station 13: Urist McStation
« on: May 02, 2013, 09:09:01 am »
Now that the antag scaling is fixed, what's the ratio?  Is it 1:5?

672
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 03:00:51 pm »
When is the next update expected?

673
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 01:55:11 pm »
Is that camera reachable from the bottom doorway?
Even if it is, that's a pain in the ass.  Guess a disguise is in order next time.  Or I could just ask, since I was an engineer, and had a good reason to want them... but what's the fun in that?

Step one: endanger someone and throw them out an airlock
Step 2: scream for help "someone just spaced themselves!"
Step c: admit you're a terrible engineer that's too scared to go outside without a jetpack and magboots
Step $: ask for EVA access so you can recover the body

You forgot step %$%^$%^$ - Build AI upload somewhere off camera
Step #%#@$##$ - Upload law saying "Mentioning unauthorized access harms humans"

674
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 01:15:56 pm »
Is that camera reachable from the bottom doorway?
Even if it is, that's a pain in the ass.  Guess a disguise is in order next time.  Or I could just ask, since I was an engineer, and had a good reason to want them... but what's the fun in that?

675
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 12:07:24 pm »
EVA raids are easier than people think. Just get to the maintenance acces, emag/hack the door, walk into the door tile but NOT into EVA (this way you don't trigger the motion alarm), 2/3 chance that your objective will be within reach from this tile.

It's interesting that you say this.  I was a traitor engineer, and had to steal mag boots. We had an AI.  I first disabled and removed the camera outside eva maint. (Pulsed wires until one beeped, cut all wires except the beep wire, weld, wrench).  Then i hacked the eva door open, stood in the doorway, and disabled the EVA camera the same way, cutting all wires except the beep wire.
Then I grabbed the boots. Seconds later, the AI told on me.  Where did I go wrong? Aside from not just taking them from the CE that is, but I felt that would be more obvious.

Pages: 1 ... 43 44 [45] 46 47 ... 71