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Showing content with the highest reputation on 12/16/2019 in all areas

  1. I donooooooo, id...HAZARD a guess that if your running into a Vox thats 7-8ft tall, you maaayyyyy have a much more pressing issue at hand
    4 points
  2. I know that the last time the server needs is more inexperienced people trying to steal, murder and dick around with game mechanics they know nothing about, but hear me out.(Also, I'm completely in the dark regarding whether this idea has been pitched or rejected before and how much effort it would take programming-wise) I've been having a great time playing a Geneticist lately, and part of that is having fun equipping the crew with the shit I find(for the better or for the worse) and seeing how they work with it, and it got me thinking. Most RnD players are given round goals, something to lead them to create something specific and I always thought it was kind of odd that those micro-goals were given exclusively to RnD players. I understand that there are certain skills and play-styles the RnD Department requires from the people who play it, especially in comparison to something as RNG-based as Genetics, but I feel like something should be given to other Departments, especially since some of them have a lot of freedom to experiment, arguably too much freedom. So, I've compiled a short list of some ideas I have for non-RnD members of the Station. General: Escape on the Escape Shuttle or in an Escape Pod with X credits. Escape on the Escape Shuttle or in an Escape Pod with X stolen item(s).(Would spawn at the beginning of the round, most likely something that takes up some space, maybe a tank full of plasma or some organs in a box) Engineering: [Station Engineer] Renovate and reopen X location.(Abandoned Bar, Assembly Line, Medbay Maintenance, etc.) [Mechanic] Build a Space Pod. Supply: [Miner] Obtain X amount of X resource. [CT & QM] Distribute X item(s) to X crew members.(Something Nanotrasen would want everyone station-side to have lore-wise or something slightly illegal) Medical: [Chemist] Escape on the Escape Shuttle or in an Escape Pod with X amount of X chemical.(Drugs or something would be the most reasonable thing that would need to be snuck out) [Geneticist] Find X number of non-blank traits. Service: [Clown & Mime] Have an X mech built by Robotics. [Librarian] Write a book/newspaper article. [Chaplain] Hold X funerals using the Crematorium or Mass Driver. [Botanist] Grow X amount of X plant. (Diona, Bluespace Bananas, Nettles, whatever) Now, this list is pretty basic and janky, but it serves the purpose it intends. There are plenty of goals that can be given to non-RnD roles, just for some sense of direction if the players need it. A lot of them aren't super difficult to complete, and simply require that the player in question actually does their job. Now, I'm going to delve into something I'd like to call micro-antag goals. Some of the things I listed above fall into this category, by virtue of being sketchy enough that a security bag search might raise an eyebrow or two, perhaps even warrant an arrest, but nothing game-breaking or directly harmful to other players. Essentially, the concept of a 'micro-antag goal' is to give someone items, powers and/or abilities they should not have, under the assumption that the person in question is not, in fact, a powergamer or griefer, but a player who will RP out the experience. Obviously, some things can get quite ramped up quite quickly, so I'd limit it to simple, role-based application, like giving the Clown a satchel full of Funny Voice injectors or the Bartender some drugs that they might slip into a drink. Obviously, this idea isn't super fleshed-out and I'm not sure how it could be implemented, but I'd really love to encourage having a couple more back-room deals where the result is a relatively RP-friendly, borderline illegal bit of fun that doesn't hurt anyone too badly and may or may not end up with all parties involved spending time in the Brig.
    1 point
  3. As the title already states, i want to suggest customized starter kits (those boxes everyone starts out with) for IPC, like Vox and Plasmamen have. Those would contain instead of the small oxygen tank and breathing mask an oil can, containing 50 to 100u of oil. This would fix some problems with the IPC race in general, would take little coding (could be just these red oil containing vessels in robotics) and would only make sense from a lore perspective. Also an emergency welding tool and a cable coil could be possible, but those two, or better, are so easily acquired that it doesn't really matter. The glowsticks should just stay for the hell of it, even though they are pretty useless as fast as they expire, as well as the injectors, for those flimsy organics.
    1 point
  4. So, the Syndicate hired you to go on a suicide mission to blow up a space station, now what? Well, fortunately for you this guide is for you. Starting Off So, you just spawned in with your teammates, you might want to greet them to get a feel of how experienced they are, once you've done that depending on whether or not you're the commander you may want to ask your team if they want to declare war or not (this guide is mostly focused on war ops but I will touch on the other options briefly). You will want to make this decision carefully as this will heavily influence the direction of your mission. DO NOTE War is the most difficult option available to you and will likely result in your death if you go in unprepared or inexperienced stick with your team and ask for help when you need it, the rest of your team is counting on you to not balls it up. Declaring war on the station will greatly increase your available TC, you will receive roughly 3 TC for every crew member, however you will be unable to launch your shuttle until 20 minutes into the round, the crew WILL have lots of time to arm themselves via cargo however you have roughly 10 minutes to declare war before you can no longer declare, you can use this to your advantage by waiting until just before declaring war leaving the crew with only 10 minutes to prepare greatly reducing the amount of weapons they can buy. So, you went with war, alright this is gonna be difficult for you but it will be fun, head to the south east as there will be a handful of lockers with some very basic equipment in them, grab your belt, goggles and spare clip, you won't need the rest of the stuff in there for war. Getting your gear Now this is arguably the most important part of your mission, your equipment will define what role you're taking on in the team and how well you can deal with the threat of the crew, the crew will almost certainly be heavily equipped with shotguns armor and all sorts of dangerous weaponry. I could list all of the items and their use here but that would make this guide about the length of a scientific research article so I'll just cover some of the noteworthy items available to you. All the items available to you can be found here: https://www.paradisestation.org/wiki/index.php/Nuclear_Agent_Items do note that you also have near total access to everything from a standard operative's uplink. Esword/Dsword This is a near essential part of any Nukie's kit it provides near unparalleled defense and great offense at the same time, having the standard esword active will grant an innate 50% block chance for all attacks and deals a whopping 30 damage per hit, while a dsword will grant total immunity to energy weapons and a 75% block chance for all other attacks, the weapon isn't impervious however as there are a handful of things it cannot block, in particular, thrown objects, they will ignore your block chance and certain things can even embed or stun you. Cryptographic Sequencer (Emag) Another essential tool in a Nukie's loadout, this will effectively grant you all access and allow you to mess with a few things the crew may want to keep around. Do note that if you emag a door that is currently bolted it will remain bolted after being emagged and seal an area off unless the door is destroyed. Elite Syndicate Hardsuit Now, this is a bit of personal opinion but the standard blood red hardsuit is just awful, the elite hardsuit however is an excellent piece of equipment, at a tiny 8 TC you can get a full body suit of armor that is fireproof, grants a whopping 60 brute,60 bullet,50 laser,25 burn protection, considering the crew is primarily armed with shotguns and auto rifles the bullet and brute armor is huge. Shielded Syndicate Hardsuit This is just as effective as the elite hardsuit but with some different abilities, the suit shares the exact same armor values as a standard blood red hardsuit, however, the suit has a rechargeable shield that blocks ANY 4 hits entirely, this hardsuit is better suited to shorter engagements as the sustained fire from the crew will wear down your shields leaving you vulnerable. Syndicate Sniper Rifle This is one hell of a gun, at a surprisingly cheap price of only 16 TC this weapon does utterly insane amounts of damage per shot, however you shouldn't be aiming for the body with this beast, shooting someone in the head will instantly kill them regardless of headwear (unless they're an IPC) and completely prevent them from being revived if the fight goes on long enough, it also comes equipped with a scope allowing for quick and easy kills, it is important to note this weapon's very low fire rate and low ammo capacity of 6 shots, this weapon can also be equipped with fearsome penetrator rounds that pierce through walls and people, combined with an xray implant this becomes an even more fearsome gun capable of taking out heavily fortified areas with just a few shots . Any Of The Various Bundle Items These are almost always worth the price as well as giving you a syndicate duffelbag, they are larger than your starter backpack and have no slowdown. Medibeam Gun This is an amazing option for support of your team as it allows you to heal large amounts of damage quickly and even mend broken bones, do note that this item has to be in your active hand to function, and if multiple people on your team are using one DO NOT CROSS THE BEAMS, it will create a rather devastating explosion that will almost certainly result in the death of you and any nearby operatives. Alright, enough about the items on to the assault itself. Pre-Station Targets There are a small handful of targets you may want to take out before heading to the station proper, destroying tcomms will take away the vital communication that the crew needs while still leaving you with your own comms, you may also want to destroy the AI, if the AI is a big dumb dumb they won't have moved their core to a more secure location, this is great for you, the AI can be a right pain if left to its own devices. The Station Raid Here it is, what you've been waiting for, the raid on the station itself. Your one and only goal is to get the nuclear auth disk, arm your nuke and escape alive, you will always know a general direction of the nuke disk thanks to your pinpointer which you should turn on, it will be located in your PDA slot and will point you towards the disk. Get you and your teammates into the airlock, turn on your internals and jetpack, once you exit the shuttle MAKE SURE TO CLOSE THE BLAST DOORS, there will be a little button just to the left of the door that will close the blast doors and seal out any snoopers looking to mess with your ship. If you go down or get stunned and don't have teammates to back you up, manually detonate your microbomb implant, this can be done by clicking the button in the top left or if you're in crit and unconcious typing "succumb" into the bottom bar of your screen will make you die instantly and activate your bomb implant. The crew will likely have made many fortifications across the station, this can be good and bad, you'll be killing lots and lots of people, don't get caught up in your bloodlust however, many nukies fail to remain on task and this is where they fall, you'll want to be in and out as fast as possible, once you (hopefully) take down the Captain you'll want to take their body to safe location, then strip their body and search their bags for the nuke disk. Once you have the disk head back to your ship and get the nuke out, bring the nuke to a secure location on station, preferably away from space, right click on the nuke and deploy the bolts, insert the disk and open your notes, the nuke code will be stored in there, input the code, arm the nuke, take the disk out so the crew cannot disarm the nuke and GTFO, get back to your shuttle, try to take as many operatives with you as you can but if you must you can leave the rest behind. Hoping all goes well and the crew doesn't get the nuke off the station before it explodes you will be greeted with a Syndicate Major Victory. CONGRATULATIONS You just pulled off what most fail to do and have likely earned the respect of the ghosts. Other Methods So, you or your commander decided against war, well now you have two options Blitz and Stealth, Blitz is generally the better option of the two, do note that since you haven't declared war you won't have the nice big TC injection war gives, this means you need to be more careful with what you choose for your equipment, the benefit to this strategy is that the crew will be totally unaware until you begin your assault and will not be armed, you'll be able to get in and out quickly with little effort. Stealth on the other hand is a much slower method, with this method you'll more be focused on subversion, sabotage and infiltration. You'll want to ditch a lot of the previously mentioned equipment for other options, most of the equipment you'll want is also available to standard traitors which can be found here : https://www.paradisestation.org/wiki/index.php/Syndicate_Items . If any of you get caught odds are the jig is up and you need to be ready for a fight. Conclusions All in all Nuclear Emergency is an interesting gamemode to say the least, if you follow this guide roughly you'll hopefully lead you and your team to victory and avoid much of the salt that gets directed at the inexperienced. Good luck and remember, GET DAT FUKKEN DISK.
    1 point
  5. She good look, she can't cook, but most importantly, she meat hook. Hazard is a dating master, I have yet to be proved otherwise, and it's always a pleasure to see her around... She doesn't like Vox though, apparently
    1 point
  6. Natalya! A neat space Russian with a habit for catching criminals. I love the effort she puts in to her backstory, and it's always a pleasure to roleplay with her. I had some great times as sec drinking on green in the bar while talking to Nat. Fun times. Da!
    1 point
  7. Sophia is a Vulp on the station Who made many a culinary creation If you do bad She'd be perfectly glad To explode you out of frustration.
    1 point
  8. SHUUUU'KAZA! A Tajaran that is always neat to run in to. Rare to actually see many Tajaran on station... So, it's always a treat when Shu'Kaza is around! This was another commission, gosh gosh, I'm getting a few, thank you so much for this wonderfully supportive community. I find it an honor to be a part of it every day! Yaya!
    1 point
  9. Here's a commission for our resident Russian Space Lizard, @CheekyCrenando, as a medic from the USSP. Filthy Space Russians... Hm...I guess this one is okay.
    1 point
  10. J'eff is the only character I've seen fit into the role of hair stylist so easily. Shame he bald tho. It's like Beethoven, the best artists cannot enjoy their own art... sometimes...maybe. SCHWING SCISSORS
    1 point
  11. It was @shatterdcoyote's birthday a... long while ago. I just finished this, so sorry it was so late. I like drawing things for people's birthdays! I wish people announced them more often! Thanks to @PhantasmicDream's wonderful reference! Such fancy clothes. ANYHOW, happy birthday! Enjoy the cake!
    1 point
  12. First round as a Roboticist was also a malf AI round. What fun. So I couldn't really make any new borgs. I decided to have some fun though, and instead of making borgs I put robo-brains into mechs, and IPCs. One of these Robo-brains referred to me as 'Mom', and I thought that was kinda cute, so instead of putting them into a mech like their... I guess, siblings, I put them into an IRC. Being called 'Fate' they decided on the name 'Omen' which I thought was nice. They helped me out with robotics. Heh. The player said they'd make Omen their IPC character! Which made me quite proud. To the left is Fate, and left is Omen. They both have hex codes after their name that represent their colours!
    1 point
  13. I like Reagan. They're a good CMO.
    1 point
  14. An aaaaaaaaaart trade! Phoebe, nice purple hat. Keepin' an eye on those halls... I wonder what could be lurking around the corner. Probably nothing. Just another relaxing day outside bar...
    1 point
  15. 1 point
  16. Most Annoying NanoTrasen Intelligence System
    1 point
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