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Showing content with the highest reputation on 11/15/2017 in all areas

  1. (Still very much WIP, especially on the design front!) A newborn being of pure energy has come to the station, drawn both by curiosity and the enticing power flowing through its machinery. They desire only to feed, grow, and learn, but the crew may find this interfering with their work... and safety. As creatures of energy, Luminaries are not subject to many physical restrictions, enabling them to travel through the station's electrical fixtures such as lights, computers, and consoles (though only powered and unbroken ones). They are also immune to most forms of attack, and in fact absorb fire and energy projectiles; though disablers, ion rifles, and temperature guns on low settings are effective. Those wishing to stop a Luminary will likely have to use different tactics than a guns-blazing chase, however. On the other hand, Luminaries by default have no directly harmful abilities. Even their melee attack only does stamina damage. They may sometimes unlock deadlier powers as they progress, however... GAMEPLAY Luminary objectives include gathering a certain amount of power from the station's devices and learning more about the things on board the station (via interacting with certain things in certain ways). As it gains more power and knowledge, a Luminary will develop new skills/powers, likely based on what it has been studying/doing. Here are powers as designed so far: Transmission: The Luminary's most basic ability, incorporeal travel via electrical devices. Works similarly to bloodcrawl. Galvanization: Finding a dead creature, the Luminary probes its internal energy pathways and figures out a way to restore the flow, reanimating the body with a surge of energy. Corpses missing hearts or brains receive a couple... improvisations. Reanimating humanoids may count towards a learning objective. A corpse with no owner becomes eligible for ghosts, which creates a new mind with no memory of the body's original life. Such beings may or may not receive objectives (as some kind of reanimated minion, probably), needs discussion. Assimilation: The Luminary feeds itself into various machines and computers around the station, learning how to use/mess with them. For instance, entering an autolathe. Another probable research objective. Network Lance: One of the Luminary's few offensive abilities. Having studied the powernet, the Luminary directs it against a single (or not?) target, causing arcs to strike them from nearby machinery. More machines nearby, more arcs, more damage. Lightning: A non-damaging variant. The Luminary discharges chain lightning, stunning nearby humanoids. Translation: The Luminary gains the ability to pull an incapacitated (or willing?) target into the airwaves with it when it transmits.
    8 points
  2. I've been meaning to make a post like this for.... a while, but i'm so lazy ;_; Anyway yaya I draw sometimes, I need to draw more than I have been, but shh. ANYWAY, LET'S GET TO IT, with some stuff i doodled up to put in my chars' flavortexts recently (because having reference pictures is nice) here's seven! and STERLING! Aaaand Arsenic.exe! (they just get smaller and smaller for some reason...) aaand since i've noticed people seem to ask me about S.A.M. quite a bit, here's a gif of him i made a while back, 'cause it's sparkly and nice. and that's all i got for now. i really need to draw more ;_;
    3 points
  3. Did someone say fun police? Harm batons READY!
    1 point
  4. If there is no way to fix wizards being a terribly unfun game mode, then we should just remove it from rotation like other game modes that couldn't be fixed. Since giving wizards non-murderbone objectives will to some just make the gamemode even more boring than it already is, I see no other way to fix it as a gamemode. As other people suggest maybe we should make wizards an event and remove some of their more round-destroying abilities like the summoning demons and such. Anything is honestly better than what we have now.
    1 point
  5. Can we either nerf, or remove the Priority shuttle? It does not make sense that the biggest asset in the area receives a slower shuttle first, then only the fastest shuttle when a blinky light changes colour. There should be a number of solutions to this. Remove the Priority shuttle entirely Make it so they can't call the shuttle for five minutes after going to Red. Make the ETA tick from 10 minutes to 5 minutes slowly after going to Red. BSA the fuckwit that recalls the 10 minute shuttle to change the bulb from blue to red and get a better shuttle. Ultimately this will help solve 'shuttle cheese', where people call the shuttle at Blue, realise it's longer, recall the shuttle, go to Red, then call the shuttle again.
    1 point
  6. So if I wear mag boots and mag gloves can I be spooderman? :D
    1 point
  7. Success! I've managed to defeat a lock-up/runtime that occurred when ejecting or when the humanoid shell is gibbed.
    1 point
  8. I've started coding the Yinvader shells, though I still don't know where to begin on the Yin Controller and could use a lot of help there
    1 point
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