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Author Topic: Space Station 13: Urist McStation  (Read 1239200 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #11445 on: November 04, 2013, 02:50:48 pm »

Nightscar you could just look up the times in the Space Law book, of course you really shouldn't do it in front of the prisoners, makes you look unprofessional and newish.  :P


You can also make something up, as long as it's sort of reasonable, such as a crime IRL that isn't a crime in game. Such as Criminal Conspiracy. :P


And the best part is, they can't argue with you, because you're the police. All arguing with you does is make you more corrupt and less likely to be fair with their punishments.
*cough*totallyrandomandnotatallrelatedtothatCultround*cough*

Why are you quoting my post without adding anything yourself? :P
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Vactor

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Re: Space Station 13: Urist McStation
« Reply #11446 on: November 04, 2013, 04:03:37 pm »

server is back up
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #11447 on: November 04, 2013, 04:11:00 pm »

Woo!

Also, semi random question, how do you set up a server to use a different map?
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #11448 on: November 04, 2013, 04:20:16 pm »

You have to compile it that way with dream. Main map is a tick mark.
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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #11449 on: November 04, 2013, 05:04:00 pm »

Ah, hanks.

O THE SHI MAPS

AND MY T KEY IS ODD TODAY.
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Tsuchigumo550

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Re: Space Station 13: Urist McStation
« Reply #11450 on: November 04, 2013, 05:32:55 pm »

Maybe if we added micro-objectives, we could have it so there's a small chance of getting them and have them promote teamwork?

I'm rarely NOT doing something that would get me arrested if caught. Sure, sometimes it's just "chute myself then break back out of Cargo", but again, things are always happening.

---

I've considered adding a few traitor items, and the random-kits as well. I've considered:
Purchasable:
D20 of Discomfort (DD20): Looks like a D20, unless examined. Examining shows that the "20" has a small hole in it.
To prime it, roll it in your hand, then throw. It's basically a tear gas grenade.
Death Deck: A deck of cards. They can only be drawn by the hand (7 cards), and a hand can be thrown for heavy damage against someone without armor on. (Possibly only give a hand, and have each individual card semideadly. Should take about 4 to crit someone.
DDPAT Cloak: Wearing this makes you invisible to the AI, but players will see you in a stupid, colorful getup.
Shade Cloak: Wearing this makes you almost transparent- useful in darker areas, but in bright lights, it's almost useless.
Screecher: Injectible, making a certain gesture activates it. It gives off an EMP wave as well as a loud, disorienting screech. Using it rapidly may cause it to burn out (about once every two minutes is ok?)
Blackout: Injectable device, gesture activated. Using it produces a very low frequency pulse that breaks nearby lights, and can short out electronics very close by. Same cooldown as the screecher.
---
Kits- Contains some non-purchasable items.
Modern Hunter:
Contains DDPAT Cloak, Screecher, and "M8 Pirate" rifle. ((Overall about worth twelve points: the rifle is 7 (four three-round-bursts, about that of a pistol), Screecher at 3, and Cloak at 2))
Silent Stalker:
Contains Shade Cloak, Blackout, and "MAC-S" submachinegun. (Overall, 12~13. The submachinegun is quiet, and contains 16 rounds (weaker than the pistol) might be worth 6, Blackout is easily 4~5, Shade Cloak is 2~3.)
Gambler:
Contains DD20, Death Deck, an e-mag, and some space bucks.
Prankster:
Contains two spraybottles of lube, two toner packs, a box of snap-pops, and a Super Pop (explosive, though nonlethal- like the chemgrenade explosive)
Doppelganger:
Contains a voice changer, a chameleon jumpsuit, A PDA Encoder (allows changing the name of your PDA, the sending name and who it says it is for on examination), and a Face Mask (Mask that you can change the name of, wearing it gives you the name you input, can change multiple times? Maybe only once?)
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BigD145

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Re: Space Station 13: Urist McStation
« Reply #11451 on: November 04, 2013, 05:35:45 pm »

I'd rather see job objectives like HoP. Detective-have a lit cigarette in your mouth at round end.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #11452 on: November 04, 2013, 05:40:31 pm »

Maybe if we added micro-objectives, we could have it so there's a small chance of getting them and have them promote teamwork?

I'm rarely NOT doing something that would get me arrested if caught. Sure, sometimes it's just "chute myself then break back out of Cargo", but again, things are always happening.

---

I've considered adding a few traitor items, and the random-kits as well. I've considered:
Purchasable:
D20 of Discomfort (DD20): Looks like a D20, unless examined. Examining shows that the "20" has a small hole in it.
To prime it, roll it in your hand, then throw. It's basically a tear gas grenade.
Death Deck: A deck of cards. They can only be drawn by the hand (7 cards), and a hand can be thrown for heavy damage against someone without armor on. (Possibly only give a hand, and have each individual card semideadly. Should take about 4 to crit someone.
DDPAT Cloak: Wearing this makes you invisible to the AI, but players will see you in a stupid, colorful getup.
Shade Cloak: Wearing this makes you almost transparent- useful in darker areas, but in bright lights, it's almost useless.
Screecher: Injectible, making a certain gesture activates it. It gives off an EMP wave as well as a loud, disorienting screech. Using it rapidly may cause it to burn out (about once every two minutes is ok?)
Blackout: Injectable device, gesture activated. Using it produces a very low frequency pulse that breaks nearby lights, and can short out electronics very close by. Same cooldown as the screecher.
---
Kits- Contains some non-purchasable items.
Modern Hunter:
Contains DDPAT Cloak, Screecher, and "M8 Pirate" rifle. ((Overall about worth twelve points: the rifle is 7 (four three-round-bursts, about that of a pistol), Screecher at 3, and Cloak at 2))
Silent Stalker:
Contains Shade Cloak, Blackout, and "MAC-S" submachinegun. (Overall, 12~13. The submachinegun is quiet, and contains 16 rounds (weaker than the pistol) might be worth 6, Blackout is easily 4~5, Shade Cloak is 2~3.)
Gambler:
Contains DD20, Death Deck, an e-mag, and some space bucks.
Prankster:
Contains two spraybottles of lube, two toner packs, a box of snap-pops, and a Super Pop (explosive, though nonlethal- like the chemgrenade explosive)
Doppelganger:
Contains a voice changer, a chameleon jumpsuit, A PDA Encoder (allows changing the name of your PDA, the sending name and who it says it is for on examination), and a Face Mask (Mask that you can change the name of, wearing it gives you the name you input, can change multiple times? Maybe only once?)

Doppelganger is redundant and rather overpowered. There's already a set like that, agent ID, voice mask, shoes and Chameleon Jumpsuit.

Blackout is redundant, there's already an injectable EMP kit.

Screecher is basically a traitorized newling ability

Shadecloak and DDPAT won't be used, since you can always use a Chameleon Projector that hides your from everyone, including AI, works both in darkness and light, although is a bit more effective in the former, and with a cigarette butt is virtual invisibility anyways.
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Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #11453 on: November 04, 2013, 06:21:03 pm »

Nightscar you could just look up the times in the Space Law book, of course you really shouldn't do it in front of the prisoners, makes you look unprofessional and newish.  :P


You can also make something up, as long as it's sort of reasonable, such as a crime IRL that isn't a crime in game. Such as Criminal Conspiracy. :P

*cough*totallyrandomandnotatallrelatedtothatCultround*cough*

Why are you quoting my post without adding anything yourself? :P



And the best part is, they can't argue with you, because you're the police. All arguing with you does is make you more corrupt and less likely to be fair with their punishments. -QUOTE FAIL, ALSO STOP PUTTING SUCH LARGE SPACES AFTER YOU QUOTE SOMEONE. :P IT CONFUSES ME, I AM SLOW AND EASILY BEWILDERED.

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scrdest

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Re: Space Station 13: Urist McStation
« Reply #11454 on: November 04, 2013, 06:23:19 pm »

Nightscar you could just look up the times in the Space Law book, of course you really shouldn't do it in front of the prisoners, makes you look unprofessional and newish.  :P


You can also make something up, as long as it's sort of reasonable, such as a crime IRL that isn't a crime in game. Such as Criminal Conspiracy. :P

*cough*totallyrandomandnotatallrelatedtothatCultround*cough*

Why are you quoting my post without adding anything yourself? :P



I AM SLOW AND EASILY BEWILDERED.

Well, you ARE a panda.
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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #11455 on: November 04, 2013, 06:27:26 pm »

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Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #11456 on: November 04, 2013, 06:29:29 pm »

Sounds good for medics after that one corpse in space...
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #11457 on: November 04, 2013, 06:31:52 pm »

Sounds good for medics after that one corpse in space...
And terrorists wishing to level the station from the comforts of their own lab.

Kydrasz

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Re: Space Station 13: Urist McStation
« Reply #11458 on: November 04, 2013, 06:32:41 pm »

To sum it up you use math to teleport with precision accuracy. Looks like you're never getting away from mathematics and equations. They're watching and waiting...
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #11459 on: November 04, 2013, 06:34:48 pm »

I'm in the process of unfucking MULE's and the mail system. It'll be fixed the next time the server is updated. Any other issues with the map that have come up?
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