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Showing content with the highest reputation on 11/09/2017 in all areas

  1. (I've done a lot of coding and spriting for this, but I must defer to those more experienced with the balance of the game to design mechanics) Locked in an eternal civil war, the Yin are one of the most technologically sophisticated powers in the Galaxy, though they rarely involve themselves in the affairs of others. Their organic forms are little more than wriggling masses of nervous tissue with a flagella, but they inhabit a wide variety of synthetic shells, their "bodies" being anything from small combat drones to entire starships. While reluctant to involve outsiders in the War for fear of unpredictable escalation, one faction has seen a temptation too great to pass over: The NSS Cyberiad. Seizing control of the station and its assets would grant them an excellent production facility for their efforts against the others. And no outsider would know which of the myriad factions to retaliate against. Mechanics The Yin start in critter form (outside their shells) on their ship One will then enter the empty control core in the center of the ship, enabling them to control the ship and its machines, and coordinate the invasion effort. The Yin will then use the Shell Fabricators aboard their ship and plan their strategy. Shell Fabricators These print out mechanical shells for the disembodied Yin to pilot (and perhaps items or upgrades). These draw from a point pool (similar to TC stations), which might be static or might be replenishable by loading in more resources. There are two kinds of shells to print: Invaders, a borg-like, heavily armed and armored shell for overt tactics Infiltrators, a humanoid shell for stealthy tactics. Possibly starts with implants, possibly spends points to print additional implants/equipment Yin can eject from their shells at any time, and while in critter form they can ventcrawl. Their organic forms have a bluespace uplink implant that enables them to communicate with each other at any time. Objectives The Yin seek to claim the station as a new production facility for their war effort, seizing control of all it's assets (including the crew). To accomplish this, they must: 1) Install a Bluespace Shield, preventing BSA fire from hitting the station or its vicinity 2) Take control of the station's systems by subverting or replacing the AI 3) Prevent their new slaves from escaping These really need a lot of work. Unique Equipment Not that many yet, and not sure about these. -Morphic Disguise: a programmable disguise for the Infiltrators. Customize your false appearance then slip it on in the mask slot -Armblade/Armgun implant: a weapon for Infiltrators to use. Not overly powerful -Guns: Probably mostly energy based. Considering giving their weapons a plasma focus -Yin Neurotoxin: Causes victim's brain to mutate into a Yin, exploding out of their skull. Probably not as an antag. Won't have the uplink implant (Probably not using this) -Yin Nanoplastic: transforms the victim into a walking meld of flesh and machine, enslaved to the Yin controller.
    1 point
  2. Many times i have seen 2 players get into a fight, naturally fights rarely end with both players being in good condition, because both will want to "win" aka render some one incapable of hitting back and i've seen many times it end with them both being admin stunned. Why? I mean, both wanted to fight, non ahelped, so why intervene with the admin stuns? If there is no intervention it will just end with them both going to medbay and moving on with their life. Surely if one kills another then thats over board. But i don't think i saw it happen once. In my opinion if two non-antag players fight each other and they are cool with it, there shouldn't be anything done against that. Or if one player is clearly letting other player know that his actions are provoking him into a fight and he can easily avoid it, if fight starts, no need for intervention. I feel like this is how it should be.
    1 point
  3. Perhaps that will be my next one!
    1 point
  4. <3 I love them all, lovely drawings
    1 point
  5. The Proposal Thanks, @Luam_the_elf! @LicaPebble
    1 point
  6. I'm not a fan of how sleek they look. I quite like the bulky look of the current magboots. (In no small part because they look like a reference to some Megaman armors) Having something a little more like that, but with the fancy toe lights, and the different colors could be cool though. The main issue I see with these is that they really aren't very distinct from more regular footwear apart from the light on the toe. What I like the most about the magboots is that you can tell, very easily at a glance that they are big and heavy, distinct industrial equipment. They stand out, and in a good way, I feel. These ones don't stand out to me, they just look like boots with a light on one toe.
    1 point
  7. Sollessa and Mike Murdock
    1 point
  8. [Engineering] Shuuko Tamashii (Station Engineer) says, "Hey Chief Engineer looks like spiders broke into your office" [Engineering] Shuuko Tamashii (Station Engineer) says, "Im going to fix the office" Died behind a wall sign, nobody saw her again... Best place ever to hide a body.
    1 point
  9. It's really stressing as a command staff to be put under because you aren't informed of what is happening at that moment, could get assassinated/looted, or your department goes bad without you. Either way, another pet peeve: When you have something important to say but Telecoms decide to take a lunch break at that moment (ionspheric anomalies/antag sabotage). Double points if I was going to scream angrily at someone being incompetent.
    1 point
  10. Put your heels against the wall, I swear you got a little bit taller since I saw you – I’ll still destroy you.
    1 point
  11. Sorry but this crew record doesn't fit in with the high standards we hold for realism in space station 13. The realism aspects can be found in every corner of SS13, such as our advanced atmospherics system, in depth chemistry (featuring real life medicines including fartonium), bipedal lizards, and a megacorporation which hires both mentally challenged mutes who refuse to take mutadone and sit around at the bar all day, alongside security officers who are excellent in combat while also knowing advanced surgery methods. As others have made abundantly clear, the realism in your character record is definitely lacking, and doesn't fit with the current ss13 realism standards.
    1 point
  12. "VYSHA NERADA YEKHEZET U'RUU!!"
    1 point
  13. The only objective a wizard has is to murderbone. It's just a free for all killing spree that lasts for over an hour with many ways to make victims unable to be revived. The only people who have fun in this game mode are the rampant validhunters and the wizards. Can we have wizards fixed already? Without any true objective the gamemode just turns into a slog of spectating the wizard hiding in maintenance then popping out and sending 4-5 people to the spectator zone. Over and over again for up to 2 hours.
    0 points
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