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Showing content with the highest reputation on 12/13/2018 in all areas

  1. Well, the karma cost is fairly high, so that should limit the shitlers getting access. Overall, I like the concept
    1 point
  2. Just another day in xenobio with Tesla loose. Never forget Sir Chimperton and the Ook Squadron of 2556 *salute
    1 point
  3. Wow, this is a pretty good guide on how to get job banned as captain! Good job!
    1 point
  4. So THATS why the cameras didnt work. Too bad.
    1 point
  5. Found the PDA server again while out in space... Decided to have me some fun by sending a message to Captain Thali and making it look like HoS Eric Graf, had sent it... Hilarity ensues!
    1 point
  6. Mech wars! Three security durands VS one clown in his HONKMECH! I think you know how this one ended.
    1 point
  7. You are a Spider Smuggler! You are a Syndicate agent implanted with many special eggs, designed to release varying kinds of Terror Spiders onto the station so that NT's presence aboard it can be eradicated. After [10~15] minutes, the eggs will hatch, releasing an above-average amount of spiderlings into the area, all of which will grow into Terror Spiders - and one of which will grow much faster, becoming a powerful Queen. Your objective is simple: find a secluded area for the Terror Spiders to nest in and allow the spiderlings to infest it, even if their birth kills you in the process. When the station is devoid of NanoTrasen personnel, it will become the Syndicate's and your clone will be greatly rewarded. The Terror Spiders mode is, well, exactly what it says on the tin. It begins in much the same way as the Blob gamemode; one crewmember is chosen to become a Spider Smuggler, a Syndicate operative whose task is to infest the station with Terror Spiders. They're implanted with special Syndicate Spider Eggs, which can spawn spiders of any type (although it can only rarely spawn one or two Tier 3s, and cannot spawn Empresses of Terror at all) and will always spawn a single, fast-growing Queen Spiderling. These eggs will automatically hatch after a slightly varying amount of time; upon the timer reaching the two-minute mark, the Smuggler will be given a warning to get into a secluded area if they haven't already. You feel the first of the spider eggs begin to wriggle around under your skin, as the spiderling inside tries to break free. You don't have much time now... find a secluded area, before you burst open! Upon hatching, the Smuggler will be gibbed and release 15 spiderlings into the area, one of which will become a Queen Spiderling. Two others may be chosen to become one of the Tier 3 Spiders, one of each, but it's not guaranteed (25% chance?). The Smuggler can then choose to either inhabit the Queen Spiderling when it grows, inhabit one of the Tier 3 Spiders (if any spawned at all), or Ghost and wait for another Terror Spider to grow up. From there... well, it plays out as you'd expect. There are Terror Spiders everywhere, and there are no other mode-specific antagonists. The round ends when the Escape Shuttle arrives at Centcomm, or when all spiders and spiderlings (and there will be a lot of them, unless the Smuggler gets unlucky) have been killed; whichever comes first. That's about it. No fancy tricks, no new spiders, just one man and a lot of eggs. NOTE: Special thanks goes to Kyutness, who came up with this idea originally during a conversation in DSay.
    1 point
  8. I like this a lot - one of my fears would be that people would just be bombing and plasma flooding and all kinds of awful things. The idea is to make it so that people are hesistant to just give guns and all access out to everyone - so this would work well. The other idea was that they'd then have the objective to kill the Captain or HOS, basically "Kill their queen!". This would make the hos and captain have a vested interest in not opening the armoury up.
    1 point
  9. This is 100% correct. Having a small number 1-3 of traitors or other threats would spice up "Terror Spiders" as well as all the other messy game plays we have at the moment such as Blob or Nuke ops". Not only would it defuse trashy play such as giving everyone all access and throwing weapons out there it would give the few other antags opportunities whilst other crew were distracted and make sure departments still have to function at some level.
    1 point
  10. Some feedback from an actual play test of terror-spider-mode - the other day on extend I spawned myself in as 1 white terror spider, about 10 mins into the shift. The crew was utterly unprepared for this, and it resulted in a huge amount of death and destruction. I think this would heavily change as people get used to the idea that terror spiders could appear before the 1 hour mark (People didn't quite seem to believe they existed...), and the meta grows and ebbs. The exact amount of spiders and tiers and all that can be tweaked and refined endlessly as the meta changes. How well balanced X amount of Tier Y spiders is is something that will drastically change as people grow more and more used to the game mode - for both the crew and the spiders. However, I think this is a really cool idea for a way to make terror spiders into a mode. Linking it specifically to a syndicate smuggler is just...cool, lore wise, and for the overall feeling. I think I'd be giggling evilly to myself with the idea of coming on board the cyberiad with a deadly bio-weapon payload. It might also be cool to give the -exact same- warning to the crew that is given in blob rounds, at the same time. This means that for both modes, there is some uncertainty as to whether they should begin welding vents (And thus wasting time letting the blob grow), or search maint for the blob (and thus let spiders pick them off). I'd also advise that whoever is selected as the "smuggler", is the one guaranteed to take control of the biggest spider tier. This means they have a much more vested interest in picking a really good spot, rather than just wherever - and also lets us give more effective jobbans etc to people who fuck over their team.
    1 point
  11. Terrors, from what I've experienced, feels to be a very balanced matchup when both the crew and spiders (mostly the queen) are competent. The only issues I see are as follows: - Gray Terrors lack the breeding aspect of the greens, and the raw strength of their red brethren. This puts them in a odd position, as they cannot chase down prey either; their speed cannot outrun a human. This pushes them into a ambusher that must have the victim run into a web, or enclose them so they cannot otherwise run away. I know this is intended, but it should be noted that every spider can ambush with extreme effectiveness, thus making grays the least powerful caste by a considerable amount as a consequence. - Since Greens cannot produce any spiders outside of tier one, and it takes two bodies just to make one small cluster of eggs, greens cannot sustain a hive on their own. They either need a queen to back them up, or several competent whites to help out and pull their weight. Once again, I believe this is intended, but it should be noted for if there are no whites and the queen dies a early death/not spawned at all.
    1 point
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