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Showing content with the highest reputation on 06/06/2019 in all areas

  1. Lavaland is a big addition and with it comes some roles to add even more content to an already very large change. I'm laying down this as a guideline to keep things consistent. Below are some baseline things to know for the roles, as well as a few extremely likely to arise scenarios. Ash walkers: Your job is to protect lavaland from invaders, that includes miners, golems, and possibly syndicates. Your job is NOT to amass enough people to invade the station. Attacking the mining outpost is a large move with an impact on the round as a whole You and people from the station are mutually valid. A miner can kill you, you can kill a miner. This is valid in all circumstances. Ash walker and miner befriend each other and ashwalker goes to the station or miner goes to ashwalker camp Yes that's very nice and all but the validity remains. If a miner brings an ashwalker to the station, Joe Toolbox can run up and beat the ashwalker to death, and that's still 100% valid. In the same breath, that ashwalker could suddenly go hostile and kill someone before being put down by security. Ashwalkers are not a recognized species and as such, Nanotrasen does not entertain the idea of giving them any kind of status as crew. Ashwalkers cannot be hired into a job. (don't fax asking for it, the answer is no.) If you intentionally bring an ashwalker, a primitive, hostile, and inherently violent alien to the station, you are legally liable for any crime it might commit. Syndicate: The Syndicate roles at lavaland can be chosen by ghosts. You are manning an outpost dedicated to bioweapon research. You are 100% justified in using whatever you have at your disposal to terminate intruders. While it might be logical to think you should plot to harm the station in some way, remember that as an outpost you aren't necessarily prepared for a full scale engagement. As with all things of this nature, ahelp it. You should make it a priority to keep your presence at lavaland a secret from the station. Note however that you're more likely than other lavaland roles to be a factor in an admin event, so this is subject to change. A traitor seeks entrance to the base and wants to work with the syndicate staff Bear in mind that the syndicate is not a very cohesive organization and that various entities within it are actively hostile to each other. While both parties can decide to work together, they likewise might not. Indeed they might also turn on each other at any point and this is a hazard of attempting such an arrangement and 100% valid as well. The syndicate staff may assist a traitor but should not leave lavaland or in any way compromise the secrecy of the base's existence to Nanotrasen. if you decide to work with a traitor you may invite them inside the base but that's a risk you have to weigh. I'm a lavaland syndicate and I need to leave the round. If you can, ahelp it first, if not then don't worry about it. It won't result in a ban. Ideally though you tell the admins so we can let someone else take your place. If you do SSD without warning for an extended period, expect that you might be replaced. As people are eager to play these roles. Diona: You’re a small group of diona on a crashed ship. You have an elaborate botany setup. This is a perfect role to potentially play around with the botany mechanics and figure things out. This has no grand goal to it, you’re a diona who grows plants. You’re not crew, as far as synthetics are concerned. You have no real reason to ever leave the shuttle and do so at your own peril. Miners should not seek out the diona just to kill them for the hell of it, likewise diona should not go out looking for miners. You aren’t ashwalkers, you’re essentially reclusive farmers. Treat the role as you would a station diona that grew from a nymph. You’re still bound by OOC rules as you’re a fully capable person/mob. Much in the same way a station grown diona would be. Im a lavaland diona and I want to join the station crew Theoretically you could do this but it’d require you get to the station. And at your movement speed, that’s easier said than done. Lavaland mobs are vicious.
    3 points
  2. Everything is fine until someone gets stuck in the vents, and you have to call for your hunky Unathi friend to fish them out. In other news, it time for me to share my half from an Art Trade that I did with Drakeven! You can see their half on their thread post!! So here's Jay Chase. :3c
    2 points
  3. My girl!!! GOSH thank you so much~!
    1 point
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  5. It's! Zeke! Your favourite drunk Skrell. PhantasmicDream was kind enough to do an art trade with me, so this is my part! They did such a good job! Ah! I hope you like it, Dream.
    1 point
  6. Although having cursed gear is usually disadvantageous, If you're a powergaming sack of shite, Cluwne equipment actually grants you some types of clothes which Cannot be removed, such as a mask or an outfit. This however does run a few risks, and does not justify getting cluwned, as getting cluwned means you dun fucked up, and abusing this strategy may GET you cluwned, but, Having a certain piece of gear on you which is specifically stuck on you might not be the worst thing when dealing with certain antags or bad situations. Hell it can keep you with an identifier. On another note, If youre not a powergaming sack of shit and have an ounce of common sense, NEVER wear clothes from a cluwne or floorcluwne victim. The items are cursed and CANNOT be removed. This gives major disadvantages in actually doing your job, and essentially locks off whatever equipment slot you wore cluwne gear in, Making some jobs undoable. Statistic Disadvantages are not all known, but there are known disadvantages such as : Being humiliated, Having your coworkers laugh at you, Being potentially stuck with clown shoe noises for the rest of the round, Not being able to use magboots, being unable to use any gloves other than the clown's, Admins being confused when someone talks about their coworkers having cluwne gear and think you're tripping balls, when you never meant a full cluwne set, Medbay beoming Cluwnebay, and so on. One round i was one of the few people in medical who DIDNT have cluwne gear on. It was a fucking mess. However, The fact that the CMO had the shoes may have made it all worth it. Oh, right, as an antagonist, if you really want to Be a complete asshole Ruin someone's round and make it hard to operate, if you can find cluwne gear, put it on them. If they manage to get out and about, they might be lynched, and they're stuck with that gear on them unless it gets surgically removed. Note, Although these strategies may be brought up by me, these are NOT admin aproved, and you should probably ahelp before using these strategies. I take no legal or moral responsibility for what happens to you through admin intervention if you use tips involving practical use of cluwne gear. Next from my protips, which may ACTUALLY be useful, and aren't from a professional, Holoparasites, and their special little tricks.
    1 point
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