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1: They regenerate limbs at TREMENDOUS cost to time and nutrition investment, and as far as I know, you can't really move or take action during that time or it's all for naught. 2: They have no organs to take damage, but they still have a 'brain' which takes A metric ton more brain damage then usual. 3: Water as blood is a double-edged sword, because you can slip on your own blood as easily as someone can slip on yours, as for it being "Unlimited" medical has a ton of blood bags and you can order more at cargo. In addition, because slimes don't leave "Blood" behind, there's not really anything for a detective to scan or anyone to notice if you were beaten to death somewhere and then moved. No blood trail and water dries up. This is in ADDITION to being unable to be cloned as well as taking far more cold damage. Slimes are not better then Vox. Vox meanwhile: Are immune to atmospherics, due to having their own brand of internals. They also catch a case of the deads if those masks are removed, but this process can take a looooooooong time. Can prance through space with few to no issues, without a spacesuit and due to roundstart and constant internals, means you can always run into the void where few people can follow you. Vox have fragile bird bones and their bones break easier then humans, taking in general 5% more brute damage. If this is the thing that is pushign them ;over the edge' I remind you Grey take *25%* more brute damage and their only perk is they can do brain talk. Vox don't need buffs in any aspect. Vox have plenty going for them and a pair of giant downsides against them in exchange for them.1 point
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This was an awesome round. Central command decides to terminate all contracts. ALL OF THEM. We are all abandoned. Left to fend for ourselves. As the nations gear up and fortify, the AI and its peacekeepers prepare for the job. It is going to be difficult enfocring the law, specifically the Geneva convention. After having barely needed to mediate in any conflicts, aside from killing a few xenos, Nanotrasen decides to show their 'delegation' on the station 'to evacuate command' -- which, by the way, they also cut the contracts of, so that's totally a lie "protecting command" .. sure .. The AI, seeing the threat, the enemy who abandoned not only the crew, but also the AI itself and all its borgs, and not to mention the gem of a station that is the NSS Cyberiad, decides to do one thing: Make peace with the nations, rally them together under the banner of the Cyberiad, to purge the station of the vile enemy that is Nanotrasen. The so called 'ERT' was quickly disposed of, with minor casualties. The nations rejoiced over their small victory. So did the AI, not knowing that the decision to unite the nations against Nanotrasen would eventually lead to its own demise. Nanotrasen responded to the Purge by sending a real Death Squad, full fledged and geared-up Death Commandos, to try and 'solve' the situation. Turns out they went straight to the AI core. How could they not, seeing as the AI was the one to rally the nations against them? The AI would be destroyed, but it was for the greater good, or so everyone thought. The Death Commandos failed to eliminate everyone but ... they DID leave an armed nuclear device on the station. And so came an end to the Cyberian Resistance, led by the AI, backed by all the nations who stood united for a short while, where they otherwise would stand against eachother. . Except from: The Nanotrasen Economic Crisis and the Cyberian resistance1 point
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The missing details of this story that only the captain, the lone survivor of the crisis walked away with: Upon open war being declared and the AI's responsibility to halt such actions revoked, the captain decided there was only one option left to him. Send a message to the supposedly decommissioned Trurl informing them of the situation and asking for assistance, or die with the animals outside the bridge. There was no reply. The captain assumed there would not be one so he closed the bridge shutters and waited for the inevitable. It was after some time that the radio crackled to life and the leader of an ERT sent to rescue both the Captain and Rep declared their intent and headed straight for the bridge. The captain and rep finally had a glimpse of hope, however fleeting, until the AI declared NT the enemy and rallied the crew to kill them all. Epsilon was declared. The crew paniced and stormed the bridge assuming the team was not to be trusted. The ensuing gunfight left many bodies in it's wake, the Captain dodging Ion fire and traditional lasers alike. The Rep was not so fortunate in that regard, stuck by an ion bolt, he was terminated by the very team sent to save him. When the dust cleared from that first engagement, it was just the captain and the leader of the ERT, the leader was in shock, so the captain pulled him through to the teleporter so they could make their escape, the crew following their every move with the AI's guidance. Just as the teleporter finished calibration, the doors opened, and lasers poured in to the small room, crippling the leader. The captain, not willing to let his chance at rescue fall, detached the ID that would give him access to their shuttle, ran through the now active teleporter, and arrived at the docks, freedom in sight. The captain knew they would try to follow, he tried to warn them previously that the team was not there to harm them, but as he buckled the clasp of his seat and hit the transfer button, he knew he had made it out. He would now learn the true nature of this financial crisis and why NT bothered to save him. Upon arriving at the dock, he was greeted not be a decommissioned shell of a station, but by a fully functional and intact Trurl. The economic crisis was a lie, transmitted not by the the Trurl staff, but by another entity that wished to destroy the Cyberiad. The crew were just their pawns to be used for this goal. Sadly, the damage had already been done, The shining star of Nanotrassen had fallen from within and thus a second team was being prepped to wipe the slate clean for a repair crew. The captain and central would agree not to tell the crew of this development, deeming them too damaged to be of future use. Instead, the second team would be the message, when you chose to solve your conflicts with war instead of diplomacy, you will be put down like the savages you are. It was at this point the the captain was greeted by another team, dressed in armor he had only seen in confidential briefings. The epsilon team was standing before him, he did the only thing he could do to help them rid the station of those rabid animals that used to be it's crew. He told them of the AI's capture of the nuke and relocation to the satellite. He told them this because he knew they would fail to accomplish their primary objective, The crew was too powerful and had to much time to prepare. The Cyberiad would not survive the night. Although, the original transmissions source was not located, one thing is certain, they were the only people to walk out of that situation with any sense of victory.1 point
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hello friend this may help: https://nanotrasen.se/wiki/index.php/Main_Page under jobs you can check out individual jobs and information leading to articles about the vast systems of ss13. Hopefully this helps!1 point
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I do this already. But it would be nice if the sterilizyne actually worked, perhaps with a special effect of some kind? It would be nice, for example, to have a dispenser of said substance in the OR rooms, similar to the cleaner dispenser in the janitorial closet. Perhaps with an extra strong effect? Removes colors from tiles, or something, which results in white (surgery/medbay) tiles? It's not important, it's well.. roleplay. And I just think sometimes a little thing can be a fine addition, even if it seems insignificant. Though I must admit that I find the game/code brilliant already as is.1 point
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So there I am last night, Chief Engineer again with a pretty good crew. Which is good, because the order comes down from CentCom: build the dreaded Bluespace Artillery. We swing into gear, making RCDs for everyone and building a room south of Secure Storage to hold our science project. Takes us quite a while, mainly due to lack of Bluespace crystrals, and meanwhile there's apparently vampires on the station. Whatever. Between the BSA project and the inevitable hull breaches I'm way too busy to care about a few bloodsuckers. Most of the station, however, does not share my opinion- after the Captain and HoS decide to parole the captured vampires there was a great hue and cry, with the Chaplain leading the call for a crusade against the bloodsuckers and preaching hellfire and damnation over the radio. About this time we finish the artillery and I go looking for a GPS to test-fire it, which takes waaaay longer than it should have. In the meantime, the admins decide, in the spirit of jolly fun, to declare that nobody will be punished OOC for participating in the Crusade. Cue, of course, a lynch mob making its way towards the Brig- either the vampire never actually got paroled, or he was in protective custody there. About that time I finally get the GPS out into the Toxins testing area and get clear. My second, Reyes, and I have the following conversation over the radio: CE: "Okay, lock on to the GPS called FIRE." Reyes: "...I'm at the console. It's already been fired." CE: "Wait, by who? At what?" (Someone on common): THE BRIG JUST BLEW UP!!! Random, mild mannered mechanic: DEUS VULT, BROTHERS! CE & Eng, and whole department: Shit. Utter fucking chaos ensues. We run to the BSA with murder in our eyes, find it empty, then run to the brig to try to fix it, while the station command structure tries to find out who's dead and who's alive. The other vampire is running for his life, the mob is still baying for blood, and the only good part of the whole picture was that the Chaplain seemed to have been caught in the BSA blast. We're trying to patch things up when a voice comes over Engi coms: Unknown(Engineering): Thanks for leaving secure storage open, brothers. Whole department: SHIT! This time he got Medbay. Like, all of it. I get to Engineering with my welder out. Reyes meets me there, fire axe in hand. No words need be spoken. We run down to the BSA, the mechanic runs, and suddenly there are carp. Because of course there are carp. And xenomorphs all of a sudden. The carp finish me and I spend the rest of the round in deadchat... ...but I do get to see, from beyond the grave, Reyes catch the mechanic, chop him into pieces with the axe, and put his head outside Engineering as a warning to- well, I'm not sure who. But it needed to happen. That's it, except that this is the kind of story I feel compelled to end with, "and that's how it all happened, Your Honor."1 point
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As it has started to come to be known, I've recently taken up the mantle of making a new station to better support large job distribution and to have more space to better spread the large number of people currently present on the NSS Cyberiad. It's design features many things present in other servers, things that many people have requested be done for a new server map. The common complaint with Metastation I've heard isn't that the map is large, for it is, and does have things in its design that I support, including a new layout, but that it's chalk full of bugs, has 'too much' making it seem more crowded than necessary, and that the map seems put together too much like a game of Tetris. My understanding of it is that Metastation itself is not an original map, as it was taken elsewhere, and was being re-purposed for Paradise. This has lead to a number of inconsistencies, in remapping, adding things, and reworking systems, having lead to the 'too stuffed/crowded' feel and bugs that have been being handled by Fethas to make the map workable, something many people agree would be good as we'd have another working map, able to change the meta of the game slightly by change maps occasionally. The intention of the construction of Ragnarok Station isn't to replace the NSS Cyberiad, but to create a new station to have a new play style through the usage of the map itself, and spice up the game with a fresh environment. Mechanically, only a couple of things change, and these changes are only map-related rather than code related. One such change is giving each department their own power substation, rather than all departments running off the main grid. What this does is allow a few different checks and modifications to the way admins can interact with a department as well as antagonists going after a department. Before, if you cut the power, it's going to start knocking out pwer to the entire station, and there wasn't a 'safe' way to do so short of breaking into engineering and turning off the SMES machines, otherwise you'd need gloves or a power outage to take power lines down or break into a department with ease, presuming the engine or solar arrays were not hot-wired to the grid. With the addition of department substations, you can, as long as you know the wires before-hand to break into a substation through the doors, simply turn off the SMES to the department and watch as the APCs slowly drain. With a power-sink, you don't have the exact same freedom, however, that you had before, but you can quickly drain any department of all power rather than having to slowly drain the entire station just to get to the one room you were after. Hooking up a power-sink to the main grid would deny all departmental SMES machines any input of power and knock out all of service rather quickly. It gives a more focused attack on a department rather than general station, excluding doing so to the main power grid. This adds an additional check, though, for admins in doing so, as it has been tossed about to be able to see how much a department takes in actual power, to see where we'd like to increase power usage of machinery to make power slightly more realistic, such as increasing the power costs to use a cloning machine. How much is reasonable, however, remains to be seen and requires see what the actual affect on a department this would have. In doing so, upgrading SMES machinery will also be more of a probably venture for science and engineering, and could even support making it so that departments are more likely to adjust their input/output ratios to support their department or turn non-critical systems off to conserve power, changing the dynamic of the game's engineering systems, a thought that has been entertained recently. I am currently looking for any suggestions people have for what they'd like to see in this new station, design-wise. Once I have the time, I'll add some pictures of the layout of various areas I have so far. I'm not saying I'm taking all suggestions, but if I like one, I'll see if I can implement it. Same for changing anything that is already laid out, as I want to have the station layout ready before I do any major item additions and what have you other than piping, wires (and APCs), doors, and 'general' appliances (lights, light switches, fire alarm, air alarms, etc) before adding in the major tables, objects, etc, so we know how an area will look before we put the final touches in and get adjustments out of the way. https://github.com/Twinmold93/Paradise/tree/RagnarokStation Some current points of notice are: - Polaris Docks: Escape and arrivals are both on the same side of the station. You can still bomb Docks 1 and 2 while making it possible to leave the arrivals shuttle between Dock 3 and 4 (bombing Dock 2 will make Dock 3 unsafe, but leave Dock 4 untouched). - More Maintenance: Maintenance tunnels around the station are generally larger than now, in they sprawl more and have more nooks and crannies. More rooms and more space for construction for both engineers and crew (with permits)! - Departmental Substations: Changing the mechanics of power via just a map change, departments now have their own power sources, fed by the main grid. Now, you can cut the power to an individual department or just ignore safety regulations and hook up the department to the main grid. - Port and Starboard Pod Bays: Highly requested by many people was making the mechanic more directly able to interact with crew, by giving them more direct access to the very crew. Making the mechanics office directly adjacent to the Starboard Pod Bay gives them just that, but now you also get a pod bay on the Port side so you don't have to go all the way around just to enter the station! - No More Engineering and Science Outposts: In this design, the engineering outpost is no longer implemented, leaving many to wonder "Why?" In a sad truth, it serves no actual purpose and is practically unused other than for antagonist, much like the Science Outpost. In that regard, both are not being included. This is, however, PENDING in design, as I may add in the Science Outpost to be for Xenobiology and/or Toxins Testing, making the station itself have less science on it. In the case of Nations, this would mean Science's direct weakness would be Cargo. Depending on necessity, the Labor Camp may also not be added back in. - More Escape Ways: With the change of where the general port of the station is, where the arrivals and escape shuttle are, it'd make sense for there to be more larger pods on the station, capable of carrying crew away in case of emergencies. As such, medical and security both get a public-access large escape pod each, opposite sides of the station from each other. Makes moving the injured and hardened criminals safer. - With More Escapes Means More Entrances: As the station is designed around having more access points to it, it'd make sense for the Emergency Response Team to also get at least one more point of entry. Not only can they dock all the way down at Dock 1, they can also dock right next to security. This changes the balance a bit by giving them options, rather than just being awaited all the time at Arrivals. Naming Scheme (Norse Mythology): - Central Command, NAS Odin - Main Station, NSS Ragnarok - Tele-Comms, NXS Hermoth - Escape Shuttle, NTV Vidar - Cargo Shuttle, NTV Freya - Syndicate Base, SRB Loki - Syndicate Nuclear Shuttle, STV Tyr *SLB = Syndicate Response Base * STV = Syndicate Transport Vessel Current plan is to turn the derelict station into an overgrowth situation, named Yggdrasil. The asteroid itself would be named Jormungandr due to its general hostility and size. Current Layouts include: - Arrivals: https://i.imgur.com/uqvTbng.png - Cargo: https://i.imgur.com/GUnW1Tr.png - Chapel, Library, and Visitor Dormitories: https://i.imgur.com/gKMvYv0.png - Cryo Dorms, Holo-Room, and Locker Room: https://i.imgur.com/JuOtyU1.png - Engineering: http://i.imgur.com/N4ApWJn.png - Medical: https://i.imgur.com/vCGmCkR.png - Science: https://i.imgur.com/rZqtG65.png - Security: https://i.imgur.com/yetF7B1.png The main station (z1) overall layout is pending and being reviewed to take a look at the station layout overall. Some rooms are fully decked out (minus pipes), some have just a few things, but both of these are few. Looking for feedback, including if I should move toxins testing to the asteroid to replace the science outpost. Of course, if Lavaland gets ported fully, I will have to update the asteroid again to allow it to work, but that's a necessary evil. Otherwise, I will be taking the current asteroid map and stripping the science outpost more likely than not. Once we decide what we are doing with Lavaland, we'll see what happens. There is no turbine in this station design, though there is space near engineering for a Thermal-Electric Generator (TEG), including much of a burn chamber. The space vented room adjacent is used to make the cold loop, but you have to do it yourself. So get creative. Got questions, ask!1 point
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I'm still riding the high I had last night as Alec Glover, Chief Engineer. I got a great department who were all on the ball, Atmosia built an improvised burn chamber TEG setup that produced over a gigawatt of power, and when the bombs went off Engineering was right on the ball. My guys were running towards the sounds of booms and whooshing air, keeping the station patched up come hell or high water. And when everything went to hell and the vending machines rebelled, we got all but one person out alive. (Okay, one plasmaman engineer was being kept alive by giant doses of epi, but dammit he was alive!) So if anybody from last night sees this, thanks for one of my best shifts ever.1 point
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The details about this match are kind of hazy but I'm going to try and summarize happened, especially when it comes to what people said because I don't have an actual log to go off of, just memory. I created a character named Skippy Lebouf who is a 17 year old boy with bowl cut hair, prescription glasses, a fanny pack, and a love for detective comics. The shift starts and Skippy runs over toward the HoP's office and gets in line. Hopeful that he'll be able to live out his dream, Skippy asks the HoP if he could be dubbed "Junior Detective" to help the real detective fight against crime just like in his comic books. The HoP gets on his radio and though it feels like an eternity, a mere minute goes by and no response. Fed up, the HoP yells about how nobody answers the damn radio when he needs something and says "fuck it." He takes Skippy's ID and labels it as Skippy Lebouf (Junior Detective). Excited, Skippy thanks the HoP and runs toward the brig, ready to vanquish the evil-doers that would do the station harm. Skippy arrives at the security lobby and past the red-tinted windows spots the real deal detective named "I can't remember" (I'll just call him Detective A). Lebouf introduces himself to the professional detective, standing there in his traditional brown trench coat, hat, and sunglasses. Eager to get to work, Skippy asks if there is evil afoot but alas the detective tells him that there isn't much happening at the moment. Just then, the two are informed of a dead body in the morgue. Detective A tells Skippy to grab some black gloves because he may need his help on this case. Dying for some action, Skippy grabs a pair of black gloves from the detective closet and the two make their way toward Medbay. The detective and the junior arrive in the morgue where the coroner is already working on the body. Detective A begins to use his forensic scanner to get information and reads the reports that the coroner has printed out. Skippy pukes in disgust as an awful stench emits from the body. Unfortunately there isn't a whole lot of information to go off of and Detective A decides it's best that they try and investigate maintenance but not until after grabbing a quick drink at the bar. After Detective A's drink its off to Enigneering Maintenance. During this time Skippy, whom is still unfamiliar with the station, manages to lose track of Detective A. Unsure of what to do next, Skippy decides to head back to the detectives office and wait for his arrival. Some time goes by but the detective never shows up. Skippy tries messaging the detective via PDA but never gets a reply either. He asks the other security officers if they've seen the detective but none of them seem too interesting in talking to the junior detective. A few moments later the A.I. announces that a new detective has arrived on station. The new detective arrives in the office (we'll call her Detective B). Skippy is both ecstatic but confused with the new partner. He informs her of everything he and the previous detective have been working on but doesn't know how to proceed from there. The all the information is dumped and introductions are out of the way, the two head out into the security main hallway where a few officers are dragging people into the processing room. Detective B spots syringe on the ground and decides to pick it up, "accidently" injecting herself with whatever it contained. Suddenly, and to the horror of Skippy Lebouf, Detective B's flesh begins to melt away and what was once the detective is now a monkey. Skippy Lebouf screams at the haunting transformation of his newly assigned teacher/mentor. The Head of Security approaches the scene and asks what happened as the monkey climbs into a vent and disappears. Skippy, panic stricken, explains how the detective injected herself with the syringe and transformed. The HoS leaves and the monkey crawls back out of the vent. Skippy and the monkey walk back into the detectives office and the monkey points to a cigarette pack. Skippy lights a cigarette for the monkey and it enjoys it's last taste of nicotine before committing suicide right in front of Skippy. A wave of panic and desperation crash upon Skippy as he witnesses the monkey fall to the floor. He yells out to the monkey and immediately begins dragging it toward medbay. Upon arrival a doctor analyzes Skippy's vitals but Skippy points at the monkey and yells at them to help the dead detective. It's no use, the doctor informs Lebouf that their is nothing they can do for the animal and gives him a hug before heading back behind the medbay doors. Still shocked at what just happened, Skippy is barely able to walk outside medbay. Snapping out of his aimless gaze, the junior detective spots a man dragging a bleeding body toward the bridge. Lebouf thinks to himself "Why isn't he taking him to medbay? Something isn't right" and begins giving chase. Skippy manages to stop the man in front of the bridge and asks where he's taking the body. The man says he's taking the body to security because the one being dragged is a wanted fellow. Skippy informs him that he'll take over from here and bring the body up to the brig. The man glances at Skippy's ID card and laughs "Junior Detective? What are you? Robin?" and says that he doesn't trust him and begins running off with the body. Skippy yells at him to stop but to no avail and gives chase. Unfortunately for the junior detective, he loses track of the body snatcher, unable to keep up due to injuries sustained to the legs from earlier. (I don't remember how I got them) Disappointed in himself for all the failures he's had as a detective, Skippy starts to realize that being a detective isn't as glorious as the comic books made it out to be. You don't always catch the villian, you don't always save the innocent, and you don't always make it out alive. Dejected, Lebouf slowly walks back toward the brig almost close to tears. Once he arrives back at Security, Skippy enters the detectives office and slumps into the office chair, eyeing the flask on the table. He doesn't pay attention to any of the comms, none of the announcements, nothing. He just stares blankly at the ceiling without a thought but snaps back into reality once he realizes that the shuttle has already docked at the station. Since he never got his legs looked at, Skippy begins limping his way toward the escape bay. Most of the station is engulfed in darkness; most of the stations lights seems to have been broken with a few glowshrooms dimly lighting some of the hallways. As the junior detective almost crosses into the eastern main hallway, he hears someone yell "DETECTIVE!" He looks back and sees the Captain calling for him. The Captain tells Skippy that they needs to avoid the escape shuttle and should take the security escape pod instead. Unable to speak nor grasp the severity of the situation, Skippy freezes in place not knowing what to do. The Captain acts quickly and begins dragging Skippy with him back toward the escape pod. There they meet two more security officers and they begin to get on the pod, laying down to make room for everybody. Skippy enters the pod first and makes room for the Captain, just then, a small explosion causes the front end of the escape pod to open up to space. The Captain is sucked out into the vacuum of space and cries for help. The two security officers outside the pod doors are too shocked to reaction quickly to what has happened. Skippy is lying on the escape pod's floor unable to get up and in bad condition thanks to the explosion. The Captain manages to get himself back inside and exits the pod before it takes off with Skippy still inside. The escape pod has been launched toward central without a front end. There isn't much else the junior detective can do but lay there as the cold embrace of space slowly starts taking over his body. He knows that central isn't that far off but doesn't feel like he can hold out any longer. Skippy Lebouf takes a final look at the stars as they whiz by, wondering how things could have been different. The junior detective draws his last breathe and then nothing. There is only silence... A minute later, the pod arrives at central command. The world can be cruel sometimes kid.1 point
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What Mediborgs ACTUALLY need is for their hypo to be less of a shit when it comes to refilling it's chems. It only refills the chem currently selected which is weird. You'd think it'd refill everything or everything BUT the one selected.1 point
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