Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/20/2017 in all areas

  1. This whole thread is a toxic garbage circlejerk between two players who think they know better than everyone else.
    2 points
  2. My oppinion : I realy think this server is a bunch of silicon hating people. The tradeoff for beeing a borg is to have no free will. Why should a specifically build borg for a certain task not do a better job then a human. The key is the human is a allrounder. You can do everything, you have free will, you can change your job to more than a dozen types. You are easily healed and revived. And you are even more robost than any borg. (flash stun / ,, disabled and offline )The list goes on forever. As borg you rely on robotics and if nobody is there you are basically fu**. It is time to change the server policy to improve the silicon live not to harass it even more. Make them superiour in the restricted tasks they have. If now someone says : All access --> to what to do ? There is no point to this argument. The AI would open it for a human with a reason to. Spaceproof --> Minor, and if you are not an engineering borg you will drift forever lost in space, because you cant throw things. Heat / Cold resistance --> No reason to it with current atmos, there anever super cooled or hot aired sectors. Outside a reactor. High damage on EMP too. No illness --> Yes but you cant be improved with genetics, too Improvement with boards --> Human can use every machine /item the got hands on. No food --> you need energy , dependant on science and a willing roboticist. No arms --> a disgracefull misconstruction by silicon hating people, who think you stole their Butter bread immortal --> if you think tis is a pro you were never blown apart or disabled in maintainance , where you can watch the ongoing round for an enternity, because nobody looks for you , even sader if there is no other cyborg on board. Who could look after you. Nobody cares.
    2 points
  3. Hey guys, everyone's favorite synthaholic bartender here! I guess whatever you guys wanna know, ask and find out! I really love this game, it gives me life, and has entered the majority of my conversations
    1 point
  4. Hello, Paradise! I'm an experienced Roleplayer who is somewhat familiar with SS13 (still learning the ropes in some jobs), and I quite like being on the Paradise server, so I decided to join the forums. For those curious, here are the characters I play as of me writing this. Korresh Koresi: Red Unathi. Simon Lucky: Run of the mill Human, with a beard. I'll see you guys in game! (Hopefully!)
    1 point
  5. Hello everyone, since i haven't done this yet, I figured I would do this as my 100th post. I am a person who has been around in SS13 for quite a while, starting about 5-6 years ago, I am very much an on and off player. A lot of you probably know me as P.A.T.C.H., the IPC who like to make excessive amount of things, such as chainsaws or meth. I try to be as nice as possible so if you see me feel free to say hi. I also do my best in any job slot be it botany, engineering, robotics, or even HoP. If you see me on github, feel free to tell me how ok or how terrible my coding skills are. Here is a picture of when I got bored in science about a month ago.
    1 point
  6. I insulted the thread, not the players. Let me list the way in which this thread is a dumpster fire: - Pretending like you have any significant degree of support for these changes. - Pretending that even if you DID have significant support, that we'd be forced to enact them. - Cherry-picking miniscule parts of replies to try to validate your points while completely ignoring everything else.
    1 point
  7. Why was the decision made, that server should move that way? Can we hear a justification with evidence for that decision? I am not a sillicon player but I do it now and then. I find that medborgs are lacking. Maybe some QoL for engineering one and sec service borg but thats all. I find sec borgs over powered if I am not in science. I am not for giving them hands in any way. However I do agree the medborg needs some ups. The policy being followed here directly violates principle of equivalent exchange. A human is a jack of all trades who is truly able to do all. They can be a doctor an engineer you pick. They are not restrained by a kit. As a cyborg I should be able to fully do MY job because i cannot do OTHER jobs like humans. I get -No Free Will -No Flexibility -No Easy Recharge -No Easy Stun Recovery -Additional Upgrades +Immunity to Theft +Spessproff +Chem immunity. (IPCs also have it yet they are not considered over powevered for some reason. Oh yes because they are balanced) Thats all I can think off. If I want to be a super doctor or at least a normal fully functional doctor why cannot I not be one even though I effectively slaved myself? Why does the staff think it would be bad for that to happen?
    1 point
  8. I have a major problem with this, and that is borg vs crew in terms of power vs time. Right now, I would say most borgs are ok when it comes to balance at the start of the shift. Some are more competent at their jobs then others. However, as the round progresses, they are very quickly outmatched by the crew in everything. A medical borg cannot do some needed surgeries all on their own and cannot make use of most chems available outside of offering the person a pill to take themselves nor can they make super useful chems outside of charcoal and spaceicilin, which if you need that much of the latter, something went major went wrong and other means might will almost always be a better fix. Security borgs cannot use any lethals, at all minus the harmbaton, but this puts them into range of their direct counter, a flash whereas officers get AEGs, xray guns with xray implants, Adrenalin, shotguns, auto rifles, massed laser guns ect. Service borgs get the shortest end of the stick as they almost directly need a person to help them to make some of the basic drinks. I honestly do not see one aspect of any borg that dominates it's field for long, with one exception, and its the mining borg which matches miners mining ability when upgraded, but is still heavily limited whereas miners are not. These could be fixed with upgrades, as when R&D does their jobs, it can make borgs useless, so why not have R&D upgrade borgs too. We already have some upgrades for borgs, but a lot of these can be very lackluster, with the exception of the mining borg upgrades. A good example of what I am talking about are ion booster upgrade. They let borgs fly in 0-G, which is something very useful and lets them take advantage of being able to be space born even better, whereas the disabler cool-down does help a lot, but it only helps via numbers, and doesn't address many of the problems with disables, such as fighting bigger foes, like nuke ops. I am not saying they should be as good as crew in all areas, but they should be able to at least match the crew in some and not be outpaced fully 20 minutes into a round, which I think would mean more upgrades meaty upgrades, for instance, a gripper could be a possible upgrade for medical borgs, a drink maker for service, maybe even have these upgrades be specializations for borgs, for example, a medical borg could get an upgrade to their hypo spray which would make more useful chems, but loose out on getting a gripper for surgery, and vise versa to add some depth to upgrades rather then just print them all out for a new borg once it picks it's module. I wish I could be more neutral, and I thank you for trying to keep this from becoming hostile If for some reason you want some more of my thoughts on why I think aren't as powerful as people think they are and it to be in the context of security borgs vs shadowlings, please read this.
    1 point
  9. That's one mindset, but the alternative mindset is that, a Cyborg gives up their free will, they are totally subservient to the AI and in some cases the Crew, and also give up all their flexibility and use of hands. They have the tools they have and that is it. In exchange for giving up your free will and flexibility you become a specialized machine that excels in it's chosen field. A human/crew is flexible, can do all the things, even as a specific job, if you have to, you can always go do what needs doing yourself (Where sensible, of course.) A Cyborg is inflexible. If it is not in their modules they can't perform that function. They can't elect to ignore their boss or exist as an individual if the AI says jump you don't get to ask it "Why" you get to fucking jump. So the response is why should someone who sacrifices all their free will, choice and flexibility to be a specialized machine in a specific field NOT dominate the aspects of those jobs? (My own opinion is I have no opinion, simply trying to clarify and articulate the opposing viewpoint so a more cohesive and holistic discussion/debate can be had)
    1 point
  10. I think it's more player behavior that has to be dealt with than a mechanical issue. Yea, a borer can kill someone and then just leave the host... but then you need to find another host, which isn't so easy. You're incredibly vulnerable when not in a host and you don't generate chemicals. The host can wrestle control back in 30 seconds, so unless the borer runs for the nearest airlock usually a borer can't kill someone that fast. And a borer who starts killing their host immediately is definitely not playing their objectives and should be dealt by administratively. If a borer is playing to achieve their objectives of staying alive and propagating, its' far easier to simply find a willing host. It isn't that hard to do, since a borer can be a huge help if they are cooperative and all you need to do is spew some babies for them now and then. As far as giving info on antags, if the borer gained the info while a ghost that is OOC knowledge and not allowed. If borers shared info via a hivemind, well, that's IC. Borers are a risk. You can always ask your borer not to share that information. It's a reasonable request since as a borer your host getting killed or arrested is certainty not good for you. Keep in mind too, info given to you by a borer isn't guaranteed to be accurate. In some cases, borers can and should oppose antags. Borers don't want to see their hosts, a.k.a. the crew killed. To that end Borers working towards their objectives should be helping the crew defeat blobs and Xenos and Terror spiders.
    1 point
  11. I am not sure on borers relaying information about Antags... Thats kind of a dickish move to do to be honest, especially if said antag has done his deed and just needs to escape alive. Have observed that multiple times now. Also There are so often borers who just kill their host or bring them in exceedingly dangerous situations which does not help the borer nor the host. From what I understand borers are more or less symbiotic or at the very least parasites with benefits. They use you to breed, yes. They use you to live. But they keep you alive whenever you are in danger by excreting chems. I think its more an issue with the player mentality than with the borers themself. I have had 6 borers so far. 3 were utter assholes who did following: In Sec: - Stunned people when me being sec to "propagate", - Set me on fire - Set other people on fire - Detonated random Welding Fuel tanks - Pulled my flashbangs and threw them in a crowd -Flashed random borgs. - And assuming they know the resist timer they moved as far away from surgery and vendors as physical possible to avoid removal and start the whole deed again. Its not fun. Not at all. Its fun for the borer on cost of other people. In Science: - Hitting people with my stunprod, cuffing people with cable cuffs - Printing a Sonic Jackhammer and disintegrating walls - Making bad grenades. Really bad ones. As in they didnt even work. Good experiences with borers involved: - Getting them to help me out in dangerous situations - Advising me on how to handle things - Keeping an eye out for slippery spots - Keeping an eye out for people who stalk me - Rping (One made Thali think that Stuart is a clown, that was fun) - And even making Thalis Retard Repellant and Stunprod obsolete due to ultra meth speed at will. - Assuming control and subverting Thali in a none silly way. So borers who actually do what they are supposed to do are fun. People need to get out of that hunter seeker mentality of borers. If thats restricted by rules or something they will get better hopefully.
    1 point
  12. Coincidentally, YESTERDAY I had a SUCCESSFUL experience with codewords .. I noticed someone following me .. and then I decided to use a drink name (codeword) in a conversation I started about what his favorite drink was. He asked why I was so .. curious (curious was a code response) .. then I told him my favorite drink was (code word drink name) .. and even used more codewords. It was glorious
    1 point
  13. Preface So you want to contribute to the Paradise SS13 project? Awesome! There’s a couple ways you can go about this. You could just simply throw up a pull request on https://github.com/ParadiseSS13/Paradise and wait to see what happens to it. This is great for simple changes and bugfixes. If it gets turned down, then you haven’t spent much time on it. However, If your intention is to contribute something that you are spending a lot of time on, then STOP for a moment. Remember that staff are under no obligation to accept your contribution. We don’t want to see you spend a lot of time developing your idea, then have it shot down because it doesn’t fit what Paradise is trying to accomplish. We don’t want you to burn out because your code got rejected. That’s why there’s an OPTIONAL process you can use before you start laying the first lines of code, called the Proposal & Review process. In essence, this is more than just a 'suggestion'. A proposal is an idea you've taken beyond just the idea stage, you've organized it, considered its implications, and given it a lot more thought. It's become a PLAN. A proposal lets the staff and you about your idea a bit. If they like your idea, then you are far less likely to waste large amounts of time developing, as you’ve already got your foot in the door. You might even get help from various people to implement it! Writing a proposal really gives you a chance to think about and organize your idea. Often, an idea that sounds good in our head is under idealized circumstances, and once you really start considering implications, those circumstances can often fall apart. You really need to give some maturation time to a major idea, and a proposal is one way of doing it. Remember. Writing a proposal is OPTIONAL, but HIGHLY RECOMMENDED for more than bugfixes and simple changes. Ultimately, it’s your own time that is wasted, but that’s still valuable time to you, and to the project. Time that you spend on an idea that isn’t well received, is time that could have been spent on something that IS well received. This is the recommended way to go about writing a proposal. Each step assumes the previous one was successful. Draft a proposal. Encourage feedback during the drafting process from your trusted peers. Create a few small, simple examples if you can, like with sprites. Don't do drafts openly. This is your DRAFT. It’s not even close to ready, and throwing it out in the open at the start of an idea is bad. You’re going to end up with people throwing wild ideas at you, and by the time you are done, it’s not even going to resemble what you might have had in mind. Design by Committee often doesn't work. You're having dozens, maybe hundreds of players scrutinizing the shit out of it with little actual vested interest. You're going to rally a bunch of support for something that might not honestly even be possible due to technical limitations. If it gets shot down, you're going to cause a bunch of rabble rabble. Just don't do drafts openly unless you are TRYING to start a shitstorm, and don't be surprised if you get shut down because of it. This almost never ends well. Refine your draft into a proposal for review by staff. I would even suggest having at least a partial development plan done if you expect to have any points scored with the maintainers. Listen to their feedback, refine your proposal, or shrug and be thankful you didn't waste a whole bunch of coding time. You need a WELL DEVELOPED proposal. You are being GIVEN their limited time, so make full use of it. Submitting an amateur proposal isn't going to reflect well on you or your idea, and you shouldn't be surprised if it gets shitcanned because it looks like it would have been better done submitted in crayon. Examples are included later in what constitutes a good proposal. READ THEM! You want the first section to clearly address what it is you are adding or changing, and YOUR reasoning for doing so. Don’t leave it up to staff to try and guess why you are making this change. This seemingly innocuous part of a good proposal is actually quite important! Include a development plan. Can development of your idea be broken down into small, testable chunks? If so, DO IT! You WILL save yourself a LOT of heartache. Make sure the staff see your development plans too! When you try to make really large changes that take a lot of time to finish, you’re going to end up with merge conflict problems. Breaking things down into small bits avoids a lot of this, and also makes it easier to hunt down bugs. This also makes things much easier for people to contribute development time to your idea as well. Now for the hardest part. Submitting the proposal for PUBLIC consumption. You need to convince the playerbase that your idea is a good one, while still staying within your vision and what the admins and maintainers approved. The staff should monitoring and participating as well. Someone might make a really damn good point that causes you to do a big change, and you WANT staff to be part of it, because again, they are the ones that ultimately decide if it’s go/no go. Take the feedback you get, and further refine your proposal. By this point, the design is largely already done, so much of the discussion will revolve around refining the idea, rather than getting a ton of random suggestions. That’s another reason why you don’t publish your work in progress draft openly! Begin development! You're starting the longest part of this road! But the light at the end of the tunnel is within sight! Submit each chunk for review and testing, if possible, as PRs on github. Your idea, or portions thereof, could still get scrapped. Don't write off the possibility. Technical limitations can be encountered while implementing your idea, causing the whole thing to become infeasible. Or there’s a shift in philosophy and now your idea no longer fits the paradigm. That’s why you are encouraged to break it down! Tips for writing a good proposal: First and foremost. The less people have to assume, the better. It’s your idea. You need to convey it. If you leave gaps for other people to fill, they WILL fill it, and quite possibly with details that you didn’t make or intend. So that said, spend some serious time thinking through your proposal. For relatively small changes, this will still go relatively fast. For major overhauls, it’s strongly recommended you spend some serious time on writing up a good, solid proposal. You’ve already convinced yourself it’s a good idea, but now you have to convince others. Organization, spelling, and grammar You want to know the biggest thing between a good and a bad proposal? Presentation. If it’s well organized and doesn’t look like a 3 year old wrote it, people will spend more time reading it. That’s what you want, right? Imagine you are the hiring manager for a company, and you got a hundred applications. Chances are, you won’t even get past the first section of a resume if it is just a bunch of random things put on it that doesn’t flow. That’s the fastest way to get it sent to a recycling facility, and the applicant back applying for more jobs. On the other hand, even if the content is only okay but it LOOKS great, you, as the hiring manager will likely still spend the time skimming the first page! That’s just human nature. Fight it at your own risk. Remember. You are GIVEN staff’s limited time to look at your idea. Make it count. If you are crap at writing, find someone who believes in your idea who can help. Hopefully the way this document is written can give you some ideas on how to organize your proposal, because it was designed to do exactly that! If you follow the chapter “Recommended elements to include in your proposal,” it’s basically an outline! Recommended elements to include in your proposal: A Super Quick Summary What Your Proposal is for Keep it short and sweet. Details come later. What, at a glance, are you trying to do? Are you trying to add a sepia display filter for vintage feeling screenshots? Are you trying to add an item that allows double-jumping? Are you trying to add enumeration support to the code? These are already examples to show what I mean by a super quick summary. This could even be your headline! The important thing is to keep it a one or two line lead-in for your proposal. Your Reasoning and Justification. That is, your OWN reasoning and justifications. Don’t insert words into other people’s mouths. It’s a great way to start off on the wrong foot. You can still include links and sources to back up your claims (including links to other’s opinions), just don’t speak for anyone without their permission. Stick to what they’ve said if you are going to include them in your proposal. Examples: Bad: I’ve been talking to everyone, and we’ve all agreed that this part of the game sucks, and it’s about time that got changed. Who is everyone? That’s a pretty broad term to use. What “sucks” and why? This isn’t a helpful justification for your proposal. Good: I’ve been talking to everyone, and we’ve all agreed this part of the game is frustrating to play. The enemies are overpowered, there’s not enough engagement, and I find myself struggling to continue. A lot better. Still not defining who “everyone” is, and is probably inserting words into their mouths, but now we have something to go on. We can address specific elements and understand WHY you think this part of the game sucks, which is the biggest point you need to make. Best: I’ve been talking to playtesters John, Mark, and Tom about this part of the game. I find this section of the game frustrating to play, and they agree with me. The enemies are overpowered, there’s not enough engagement with some of the gameplay elements and are tedious at best, and I find myself struggling to continue because I have to restart several times from bugs. This is a GREAT way to state your reasoning. We have names of people and what they do, which carries a lot of weight. It just makes it sound so much more… important! It actually sounds like something that REALLY DOES need to be addressed now, and you even gave us the elements that specifically motivated you to make the proposal! Details of Elements that you plan to add, change, or remove. This is the meat and potatoes, and THE SINGLE MOST IMPORTANT PART. It’s pretty self explanatory what exactly this element of your proposal is trying to accomplish, so let’s focus on HOW you can make the most impact with this section. First, details please! Don’t leave things open for assumption! This is especially bad when someone doesn’t agree with your idea; they will be inserting their own assumptions with a negative spin, which means now you have to fight on their turf before you can argue on your own merits. That isn’t easy. That said, you need to carefully think through your idea. Abandon your preconceptions! If you have to make an assumption, so will someone else! Avoid using uncertainties excessively. “Maybe”, “Could”, “Might”, etc. are uncertainties. You’re the one making the proposal, be confident in your idea. You can propose alternatives or ask for feedback, but be assertive! Focus on the information people need to know, and keep the superfluous information minimal. Generally, it’s superfluous if you can take that information out or move it around, and it is making no impact on the point you are trying to make. Examples: Bad: I’m going to change the enemies so they are easier. They won’t die quickly enough! It’s a hard fight and I can’t seem to win! There will be more things to do, maybe some crafting, and an extra gun or two. This is amateurish. Don’t submit such dribble. This is what you say during a discussion, but it doesn’t belong in a proposal. A proposal is a formal piece of writing. Plus, there’s redundant crap that doesn’t need to be in there. Good: I’m going to change the enemies so they are easier. There will be some basic ammo crafting recipes to offset the ammo shortage, and two extra gun drops in a secret room behind the painting that will give more flexibility to the player to approach the upcoming fight. I am hesitant to call this “good”, but it does provide enough info to get an idea of what direction you are taking things. Best: I’m going to reduce the enemy health by 25%. There’s a hitpoint imbalance that I am addressing, which stems from the fact that I run out of ammo during the fight before I am able to find more. I also will add a simple crafting recipe to allow players to create more ammo from the scrap lying about, approximately three bolts for each piece of scrap, so that they don’t have to rely solely on finding ammo drops. That will add about 30 more bolts total in the level from crafting. Finally, as a bonus for exploring, there is a painting in the foyer that will have a corner torn and partially reveal something behind it. It will be a hidden room with two specialized weapons, one for sniping, and one for up close and personal brawling. Each will have advantages at different times in the fight, but these won’t be required to win. This is a BEAUTIFUL piece of work. We know exactly what you plan to do, and why. We have lots of information regarding your idea, leaving little to be assumed. Plus, there’s little superfluous information, helping to keep the reader focused. Concept Art Concept art does a fantastic job of helping illustrate how you think your idea will look when implemented. Concept art is something that isn’t applicable for most things, but does a hell of a job of improving the quality of your proposal for things where it is applicable, IF DONE RIGHT. Stick to showcasing the main elements of your idea. Concept art is basically a REQUIREMENT if you intend to change… you guessed it, ART ASSETS! Describing art in words is extremely tiring, both for reader and writer. If you intend to change a bunch of sprites, for example, include a couple of mock ups. UI elements also benefit greatly from concept art, because it’s difficult to visualize complex elements. UI concept art doesn’t have to be a visualization of the final product though, just stick to approximations. You don’t have to make concept art as good as your final product, as long as it gets the point across. There really aren’t many tips that can be given here about what concept art should consist of, that’s something you have to decide how much is enough. Ultimately, the more time you spend on concept art, the bigger the impact it will make! Example: Consider the following proposal change element to a UI: I want to change the configuration settings from just input boxes, to sliders and input boxes. When you get past three quarters of the scroll, it will accelerate greatly. The first three quarters will go from 0 to 10, the last will scale from 10 to 100. Example: See what that does? Even in this simple example, it says SO MUCH when you make a piece of concept art! It didn’t even need to be something crazy professional; it still makes the point perfectly! Development Plan This is the part that appeals to the coders. It’s also the section that will greatly vary from idea to idea, and may not even be needed in some cases. Mainly, you want a development plan for BIG ideas. Things that do major additions and/or overhauls and require significant investment in time. The biggest benefit to a development plan, is the ability to break a big idea down into small, digestible chunks. Generally, huge additions aren’t terribly difficult to implement, but huge CHANGES are. They are worlds apart. If you can break down your change into phases, this is much more likely to get through the approval process as things can be done in small steps, and to observe the effects as each step is done. As a side note, the other useful and important thing about breaking things down into smaller chunks, is it makes it far less of a pain to eyeball your code. Short, small changes are much easier to digest and review. Big changes taking a dozen pages are a pain. Anything larger than that, and good luck getting ANYONE to dredge through that anytime soon. You’ll have to decide how you want to lay out your development plan, and this can vary a lot too. Just keep it organized and intuitive to follow. The more detail you place into it, the better, as you can also use it as a sort of roadmap when you sit down to code your idea. As an example, if our idea is to change weapons from hitscan to projectile based, that will probably take a lot of work. Think about all the time that has to be invested in something like that. Now, what if I told you the game engine you are using doesn’t support projectile weapons, so it’s something you have to spend time on as well? It gets daunting. Yet, if you break it down enough, it becomes manageable. Like so: Phase I, Implement projectile physics in the engine This phase will assess the feasibility of moving to projectile based weaponry physics. Select an appropriate physics library for use in the game based on expected operating parameters such as projectile speed, rate of fire, and complexity of firing solutions. Create test cases to measure performance Test multiplayer compatibility Compile results for review Phase II, Refine and alter library to our specific circumstances. Take data from Phase I, to make alterations with the following in mind: Changes to networking code to optimize projectile prediction on clients Alterations to the library as needed to better fit operating parameters. This will be further defined as development progresses. Determine what properties each weapon needs to have and test. Evaluate edge cases for re-design or stripping from the game Phase III, Convert weaponry Polish implementation of weapon properties and functions regarding use of new projectile physics. Test and re-balance weaponry as necessary. Ship it! Laying out a development plan like that shows you are also considering the technical aspects of implementing your idea. Complex ideas really should have a development plan! Closing Thoughts Ultimately, how you format and write your proposal is up to you. As mentioned, this is an optional process. You could take everything suggested in here, throw it out the window, and do everything from the ground up your own way. Just remember though, that the people reviewing your proposal will have certain expectations, so you really need to hit a homerun if you decide to deviate. Or, if you chose to forgo it altogether, that’s up to you. This is a suggested way for you to work with staff and the community to get a feel for your idea, to help you save time in the long run! Good luck!
    1 point
  14. Lots of possibilities for awesome here. Flesh it out!
    1 point
  15. This is now official! Remember: THIS PROCESS IS ENTIRELY OPTIONAL It is RECOMMENDED for large code changes, but still optional.
    1 point
  16. I've talked about and thrown a few sleeper agent ideas around before and I love the idea, but how to do it properly hasn't occurred to me. Some big red text of "YOU SHOULD NEVER BE KILLING ANYONE OR BRINGING ANY ATTENTION TO YOURSELF" would be needed. I might be biased though, as I'm the one who deals with the problematic players who will take it to mean "im an antagonist lol time to griff"
    1 point
  17. I identify as a measurement
    1 point
  18. Just to poke a little fun at folks.. (and yes, I DO play a vulp)... fleas. Essentially, minor blood loss, can be transmitted by air but really only affects anything that has blood. Pets, mice, people... some exceptions though. Usually starts with mice found in the maintenance passages. Cured with a good shower and a flea bath (Flea Shampoo while in shower), Recipes: Cyanide (1) + water (4) = Flea Medicine (5) Flea Medicine (1) + Lye (1) + Water (3) = Flea Shampoo (apply while in shower to get the anti-flea suds going...) Flea Medicine (1) -> Patch form = Flea Gel (Cures and provides immunity for a while, apply to the neck/head) Flea Medicine (1) + Fluorosurfactant (1) -> grenades = BUG BOMBS!
    1 point
  19. Because using Calomel correctly requires you actually know what your doing and use the correct dosage in the correct situation. Charcoal you just dump 50u of it into anyone with any toxin damage and things will generally work out eventually. For the most part the reason chems don't get made or used is people don't know about them. Did you know you can give someone a 40u oxygen pill and then follow it up with a Cryoxadone/Cryostylane 10u each pill, and it'll heal pretty much everything? The Oxygen reacts to the Cryostylane and lowers the temperature of the Cryoxadone so it's as if you put them into a cryotube. 10 units of Cryox is enough to heal 300 burn, 300 brute, 250 suffocation, 75 toxin and 40 genetic damage. But... no one does this. Why not? Because no one knows about it.
    1 point
  20. Alrighty, to clear this up a little. The AI is there to assist the crew with station running, it is not there to do the crews jobs. Borgs, are there to assist individual departments in certain tasks, not make the entire department obsolete. Borgs are given limitations for balance reasons, there is no "silicon hate" as you said. On a side note, it's outright disrespectful to assume that the "fancy colorful names" don't play on the server. You may not see them playing, but I assure you they do. You may have a different opinion to them, but that does not make yours or their opinion Invalid. I would also ask that you dont attack people personally, it's the arguments that you should be fighting. Not the people making them.
    1 point
  21. USE A TITLE LIKE THIS: "Banned by ADMINNAME: Ban appeal for [YOUR BYOND USERNAME HERE]" EXAMPLE: "Banned by Regens: Ban appeal for [insert ckey here]" IC NAME: The character name you used when you got banned CKEY: This is your username on BYOND DATE OF BAN: Date you were banned, shown in the ban message you get when entering the server ROUND ID: Also shown in the ban message. May not always be present. Looks like a number, e.g: 12345 DURATION OF BAN: Also shown in the ban message. E.g: "until appealed". ADMIN BYOND KEY: The admin who banned you. Please type '@' in front of their name, so it looks like this: @Kyet. If you don't know which admin banned you, ask one of us privately to look it up for you. REASON FOR BAN: The reason as to why you were banned. Shown when you connect to the server. DO NOT edit this, quote the exact ban reason shown when you connect. YOUR APPEAL: Explain why you think we should unban you. The best approach is generally to read the rules, then explain which rule you broke in your appeal, explaining why you won't do it again if unbanned. If you're truly convinced you never broke the rules in the first place, you could alternatively explain why - but that approach has a much lower chance of success. Try hard to identify which rule you broke. ------------------------------------------------------------------------ EXAMPLE: IC NAME: Grayman Tide BYOND KEY: Greytide16236 DATE OF BAN: 7/9/13 DURATION OF BAN: This is a permanent ban ADMIN BYOND KEY: Regens REASON FOR BAN: Insulting people YOUR APPEAL: I broke rule 1, and openly insulted another player in OOC. I am sorry I lost my temper and did this, and will not do it again.
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use