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 ... 44 45 [46] 47 48 ... 71
676
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 11:16:46 am »
I almost never get assassination objectives as traitor. Half the time I have to steal something I have access to anyway, and the other times it's usually something easy.
Usually the harder part is getting the shuttle call. Singuloth is my old reliable, but I figure i'm not really getting away with it, as it's painfully obvious the CE is responsible when the singulo gets out.

677
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 10:20:39 am »
1 traitor for every 5 crew seems reasonable-ish.  I would rather 1 for every 7.5, but either way would be ok.  The 4 minimum is just absurd.  More traitors does make for more interesting rounds to a point, but if the shuttle is being called in the first minutes of the round, you know it's excessive.  If we average 45 minutes to 1 hour per round, I'd be happy.  2-3 hour rounds are too long. I have maybe 2-3 hours to play a day, so odds are that's not going to perfectly line up with the start of a round.  Although when I am an antag, the rounds tend to be noticably shorter  :P.

678
Other Games / Re: Space Station 13: Urist McStation
« on: May 01, 2013, 09:18:42 am »
Something's got to be done about the traitor situation.
4 Traitors amoung 9 total crew.  Within the first 5 seconds, the AI is trying to kill Axl(Least stealthy traitor AI ever).  Seconds later, there are two assistants in engineering, who I yell at to GTFO.  Like 2 minutes later, the shuttle is called.  I cancel it to buy time for my objective, steal the ablative armor.
I head toward sec, intending to break in, when I run into Axl, raiding the armory.  We exchange code words, and he tells me the HoS must have the ablative armor, and he'll give it to me, if I promise to stay off the shuttle. Fine with me.

I run around in a laggy fog, looking for the HoS, who is nowhere to be found. Apparently Axl ran into him and killed him though, and he delivers the ablative armor to me. I hop on a pod, and a few minutes later, we're headed back to centcom.

So the round ended up lasting maybe 20 minutes.  If the shuttle is called in the first minutes, that really gives no time for stealth or subtlety.

TLDR;
Please fix the traitor scaling.

679
Other Games / Re: Space Station 13: Urist McStation
« on: April 26, 2013, 03:05:01 pm »
The one time I got converted the only person that appeared to give a non-zero amount of fucks was the mime who converted me, which obviously isn't the best of companions.
What is that supposed to mean?

Anyway I think that every time I'm going to convert someone I'll give them a tome as well on the condition they take full blame and let no suspicion arise of the cult. Honestly I find it easier to explain revflash than converting. I mean how am I supposed to explain you are now under the influence of a dark god?

As for stungloves, I'll miss their removal but atleast now I won't see Engineers getting shocked by doors.

That's my signature move.  That's what I get for being so meta and making stungloves first thing.  AI shocks a door? ZAP! Door bolted? ZAP!  I won't miss that.

680
Other Games / Re: Space Station 13: Urist McStation
« on: April 26, 2013, 11:56:25 am »
I think the unbackpackable spear should do at least 20 damage, given how inferior it is to a circular saw.  A mining pickaxe can't be backpacked, but it can be used with 1 hand.  I think you should get some extra damage out of two handing a super obvious weapon.  I suppose you could just assemble it at the point of use, then take it back apart...

681
Other Games / Re: Space Station 13: Urist McStation
« on: April 26, 2013, 11:07:52 am »
How does the stun compare to a regular stun baton?

Also, I would think a multigrasped spear should do more damage than a circular saw, which does 15.  You can stick the saw in a pack, I assume you can't do that with the spear, right?

Ah well.  Stun gloves were a bit meta-ey to begin with, although I'll miss the utility, I do think it's a step in the right direction.  I like the idea that at least I'll know if someone's approaching me with a weapon, unlike the undetectible stun gloves.

682
Other Games / Re: Space Station 13: Urist McStation
« on: April 25, 2013, 02:17:59 pm »
As far as the previous conversation, regarding 'discipline' vs harm, come on....  the law says "Don't harm humans". It should be obvious that calling harm 'discipline' doesn't change the fact that it's harm. If you're trying to use a harmbaton, it's even more obvious...
So should the AI lock doors to prevent security from reaching a criminal?  They obviously intend to harm the criminal, and no harm at all is allowed!

Well, the way it seems to go is, stunning is not harm. Essentially, harm has to do some type of damage.  So if security is going after a criminal with stun batons and handcuffs, no problem. As the AI you will also want to ensure they don't plan to execute the criminal.  If security is going after the criminal with lasers and fireaxes, yeah, you should be bolting doors and trying to stop them.

It's basically up to you how far you want to take this, and how far you're going to go to prevent 'possible' harm.  You have to find the happy medium for your AI character, and that should be somewhere between ordering security to beat people, and locking down toxins.

683
Other Games / Re: Space Station 13: Urist McStation
« on: April 25, 2013, 07:46:13 am »
From the wiki:
Remember, law priority is enforced by the order they are listed. A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded.

This is the basis of how laws work. So yes, Asimov is needlessly wordy.

Any law saying to ignore a previous law can be totally ignored. Any law contradicting an earlier law can be totally ignored. 

As far as the previous conversation, regarding 'discipline' vs harm, come on....  the law says "Don't harm humans". It should be obvious that calling harm 'discipline' doesn't change the fact that it's harm. If you're trying to use a harmbaton, it's even more obvious...


What was up with the round last night where the heads (except me, the CE) decided it was a good idea to upload corporate, plus a bunch of extra contradictory laws to the AI.   I thought the rule was that unnecessarily changing AI laws as non traitor isn't allowed.  Not that it made much difference in the end, due to a bomb taking out the AI's core cameras, it couldn't shut down its turrets to let us fix all the breaches, so I had to shut off its APC, since apparently the rest of the command crew went braindead, so nobody had acc...  I am quite sorry to the AI player for taking you out of the round, I just couldn't see any way around it.

684
Other Games / Re: Space Station 13: Urist McStation
« on: April 23, 2013, 09:26:57 am »
Is that update coming to Urist Mc Station?
At least that'll stop me from electricuting myself over and over through my wired and celled insulated gloves.

I believe the intent is that you'll be able to disarm them from their makeshift club, unlike stun gloves.

685
Other Games / Re: Space Station 13: Urist McStation
« on: April 23, 2013, 08:01:31 am »
What is this stunglove removal you speak of?

686
Other Games / Re: Space Station 13: Urist McStation
« on: April 22, 2013, 02:16:28 pm »
[rant]One thing for space vines. CLOSE THE DAMNED FIRELOCKS. FOR FUCKS SAKE. Nothing is worse than clearing a room, moving on to the next one, and finding that someone passed through, and didn't close the damned firelock, letting the vines in again! And the chef didn't help, opening the locks in the kitchen, after I had cleared it, allowing the vines to get back in. I quit trying then, because fuck space vines, and fuck their tiny little hitboxes.[/rant]


Dude, get the QM to order a Weed Control crate. It has Weedkiller grenades and a Scythe. The scythe will kill FOUR squares of weeds, INSTANTLY per click. Vines are seriously not a big issue if you order Weed Control Crates. Scythes are fucking bosslike. And also, they make the Chaplain look awesome.

While Scythes work quite well on space vines, they are wildly inferior to the real fix for space vines.  The real fix is called Pete.
He's a pretty cool goat, and he doesn't afraid of space vines.

Also, the OP nature of borgs (especially Sec Borgs) is basically the most popular topic of conversation on SS13 boards.  Because they are way, way better than their human counterparts.  I also agree that hacked sec borgs are just way too good. 

To stun them, you have to get right up on them, and use a flash.  They'll be shooting tasers/lasers at you, and backing out of range while you attempt this.
When you finally stun them, hopefully you've got a very damaging weapon on you, you'll need to kill them before you run out of flashes.

687
Other Games / Re: Space Station 13: Urist McStation
« on: April 18, 2013, 10:34:58 am »
I know... it's so hard to figure out what really happened...  I was just curious if it turned out any of them were antags at the end of the round or not.

The captain had poor communication, whether that was due to traitorish behaviour or not I'm not sure. 

Someone shut off the PA at some point (Not really sure why... not much benefit to shutting that down).  Shutting the PA down isn't going to let the singu out.  Eventually, after it shrinks down, and the SMES's lose charge, AND the APC batteried die, maybe power would go out (Except the solars were set up too).  I suppose it works as a distraction though.

688
Other Games / Re: Space Station 13: Urist McStation
« on: April 18, 2013, 08:03:55 am »
What the hell happened in that round last night? I had to leave after the captain, axl, the borg, and the roboticist were shooting at eachother in the brig.  I was completely useless, because when I was trying to hack into the brig, it suddenly became EXTREMELY IMPORTANT that I immediately decide whether to order 1 or 2 boxes of joice mix, and listen to the price difference between shipping one box or two.  Ah well, that's married life for you.  So that resulted in me shocking myself on the doors and electrified grill a few times, since I kept forgetting to remove my stun gloves...

The captain was acting rather suspiciously that round, but then, so was the borg and roboticist.  Axl is always acting suspicous...

689
Other Games / Re: Space Station 13: Urist McStation
« on: April 17, 2013, 01:04:18 pm »
Ah good point... you need to get rid of that CO2 sooner or later...   So you'd extend the existing toxins furnace 2 tiles to the left, flooring over the open space, and removing the shutters. Then extend it down 2 tiles, meaning you'd be into the maintenance tunnel.  Then put an airlock leading out into space from there. If you want to be clever, you could even install a signaller to open the door remotely.

That'd give you pretty decently sized chamber, with all the functionality and hookups of the current chamber.  You'd have to remove some walls, and install 2 new walls and an airlock, but that's a lot less work than creating a whole new furnace.

But the bomb testing range would work too.  It's just going to be harder to pump gas into it, right?

690
Other Games / Re: Space Station 13: Urist McStation
« on: April 17, 2013, 11:16:04 am »
Do dispensers give vent pumps? It is a little silly that an open pipe doesn't just pump stuff out, I guess they're some sort of special self sealing pipes or something.

In that case, it's going to be hard to make a bigger heating chamber... you could expand it into the maintenance tunnels, and then build new tunnels further out.

On second thought, can you floor over the open space, replace the windows with walls, and then put heat exchanger piping over the shutters, and what used to be open space?  That'd double the size of your furnace.  In fact, if you're going to remove those windows anyway, why not extend the furnace into the R&D hall a little bit, and get even more furnace space.  2 tile wide hallway is plenty for Xeno..

Pages: 1 ... 44 45 [46] 47 48 ... 71