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Showing content with the highest reputation on 01/29/2020 in all areas

  1. I was one of the roundstart blobs, we all did really well and soon overcame the crew, I started in scimaint and mainly provided general expansion + resources. After we had won, one of the admins did the station detonation thing, where the whole station gets wiped a tile layer at a time. Only... I survived... with the use of precise timing and the vast quantity of resources I had stockpiled beforehand. I managed to place a single tile beyond the detonation point and transfer over to it before the destruction hit me.
    4 points
  2. Got a new art program recently and heres the two recent things from it, the top being me PROBABLY going overboard with brushes. The second is just a silly dissapointed robo i made. as for why he is i dun friggin know thats up to you.
    2 points
  3. After seeing Robert do his thing, I wondered if I could beat his record of photocopying his ass on every photocopier on the station. Cue NT-Sam, Assistant, aboard the NSS Cyberiad, here to copy her source code everywhere and anywhere she shouldn't be. Round starts and I immediately nab a multitool and full set of tools from Tool Storage as is tradition. I break into the NT Rep's office first, emptying their copier of toner skillfully, shoving myself in the trash to come back around and do the BS' office -- But I flush the disposals too soon and am detained by a security borg, who lets me off with a sinister warning in Trinary. I walk out of the brig into the front of the bridge, where I see Uv'uidrrixz playfully threatening the Representative. I joke, "Let's kill the representative," and he actually breaks into the bridge to table poor Scarlett. In the chaos that ensued, I nabbed a CE's baton and telebatonned all of command, stealing the NT Rep's staff as well and strolling into the captain's office to do my photocopying. Eventually the Blueshield comes along and I baton them and empty their taser into them before being chased around the station by their girlfriend. After a yaketysax I go to the Garden to meet back up with Uv, and see the blueshield naked and in cuffs and a grey in pajamas being escorted away. Suddenly an officer starts to detain Uv so we make a break for the maintenance tunnel and do incredibly well at fending off the Security force until Rioz and Shesi comes along and skillfully kicks our respective chitinous and metallic asses. Apparently... Our harmless shenanigans crossed paths with actually genuinely diabolical shenanigans in which the BS was forcefully fed a roburger and stripped, out of nowhere. We try explaining that we had absolutely no idea about Sputnik's plot, but are charged with aiding and abetting -- Fair enough, into perma we go... For about half a minute, until Sputnik's subverted borg breaks open perma. Uv' and I are good boys and decide to stay in perma, and just as I move in for a heat of the moment kiss, tesloose. We get out of there and the warden starts shooting at us with buckshot despite neither of us having lethal intent, and Uv bleeds out from his injuries while I slowly run out of oil and collapse as I'm dragged around. We miss the shuttle and the pods, and I'm left in the brig with the Warden, who kills himself, and an officer (or maybe it was an IAA?) who was killed in the wonderfully-timed radiation storm. Round ends with Sam handcuffed on the floor playing centuries-old music for herself while her oil reserves deplete. TL;DR: Tried photocopying my ass throughout the station, ended up dying in the Brig for accidentally aiding and abetting roburger-based murder.
    1 point
  4. absolute dork Welcome to the forums!
    1 point
  5. Ah, Jay’s best friend finally shows his face. Good to see you.
    1 point
  6. Jay finally made Rear Admiral Mosser canon, and I got to watch you overwhelm the crew from the comfort of Centcomm. To those of you who don't know who that is, a few days ago as an ERT captain I managed to yoink a disk that was next to the blob core by knifing my way towards it with a combat knife. Of a blob that was winning definitively. Ran back to arrivals and we armed the nuke and the station went bye bye. Tactical Adviser Young said Captain Mosser would be getting promoted for his performance.
    1 point
  7. I sign, and furthermore suggest the sprite be updated to reflect these changes. Attached is artist's rendition of proposed changes. Furthermore I suggest the addition of a new nymph-based food item: Nymph-fingers, a crispy, fried lunch food.
    1 point
  8. Vox and IPC are very RP heavy, they have some major weaknesses and minor (if can even be considered) strengths. Slime People and Vulpkanin are mechanic heavy, they have Major Strengths and minor weaknesses, in relation. Vox They used to be considered OP space faring race, but were heavily nerfed to the point that the only real strength they have is slash damage on basic melee attack, but they have four "boons" which I consider to be, for the most part, utterly irrelevant: Immune to decay and will not skeletonise. - If you are dead long enough for this to happen, 99/100 you've either become something else or left the game entirely. Internal organs will not accumulate germs or decay even outside the body; external organs do not accumulate germs while attached to the body. - this is pointless due to the fact that in order to revive a vox outside of the 2 minute window, you need to use SR, which causes organs and limbs to become necrotic regardless of germ accumulation, also any surgery which could result in infection is countered by a couple of u of spaceacillin. Silent Footsteps - Outside of jackboots, I personally had never noticed footsteps in maint tunnels, it was only when I was told to massively increase my volume that they became noticeable, so if you play at a decibel that footsteps were noticeable, this one may be useful, but again not really. Able to process both synthetic and organic reagents. - Now this one on paper seems really good, you'd think that this means you could stack speed chems and the like, however it doesn't. Sure you don't get poisoned by taking synthetic chems, but between them being more of a chore to make and most of them not doing anything for you, this too is utterly pointless. Compared to their maluses: Bones break easier. - Due to surgery requirements to fix, along side often malpractice on Vox, this is a massive issue. Oxygen is toxic. - Outside of malpractice medical and security, this isn't really an issue most of the time, as vox start with a N2O tank that should last all shift. Cannot be cloned. - Yet you will often end up in the cloning machine, then in the morgue when they are unable to clone you. -60% alcohol tolerance. - Not really an issue unless you RP an alcoholic. +20% brute damage. - Combined with easier bone breaking, this is pretty bad, means that the rolls done to see if a bone breaks, are going to be slightly higher thus more likely to succeed. Remain vulnerable to organ death when revived with Strange Reagent. - Essentially nullifying one of the boons. This puts Vox focus on a solely RP path, with combat being more difficult, along side a greater susceptibility to being griefed or mishandled, which tends to bring Vox players closer together with a general understanding among them that they are going to go out of their way to help each other out. IPC Ipc are akin to vox in the fact that you play them mainly for RP focused game play, as they are extremely fragile but have a number of unique mechanics which make them interesting. Can't process most reagents. - This makes them immune to most chemical damage (outside of acids) Brain located in torso. - Means that easily lost head is less important. Recharges from APCs. - Never needing to consume food is nice but if the power is out, so is your lunch. Has oil for blood. - In my opinion IPC needing "blood" along side the potent malus they have, was uneeded. Regains blood by drinking oil. - Unlike slime people, who can get water anywhere, IPC need to have access to either robotics or a chemistry station to replenish. Virus immunity. - This is both a boon and malus, as they cannot gain benefit from positive viruses, but also are not vulnerable to negative ones. Does not need a jumpsuit to use their inventory slots. - This is a fun mechanic, but currently is a little bugged, IPC are vulnerable to limb loss way beyond other species, and if any limb is removed, if you are utilizing this ability, you will drop everything in your inventory slots aside from your bag. Boons Easy repairs (cable coil/active welder). - The strongest boon for IPC, you can easily repair yourself on the fly if you have the materials to hand. Decapitation isn't fatal (blind/deaf) - Most people target heads in combat, so losing yours not being immediately fatal is nice, but happens quickly due to increased damage. Welding eye-damage immunity. - A decent boon, you still get a white screen flash on welding, but you don't need to get your eyes repaired afterwards. Radiation/toxin immunity. - Good in Niche situations, but generally unimportant. Pain immunity. - Nice for doing operations on them, but that's about it. Maluses Low blood incurs stamina damage. - This kicks in at around 20% oil loss, with nothing to mitigate it other than replenishing oil, this can quickly incapacitate you. Easier to decapitate. EMPs are fatal. - You can survive a direct emp if you are inside a mech, otherwise an EMP is going to apply a tremendous amount of burn damage and instantly kill you. +50% brute damage. - That greytider with an extinguisher is doing a solid 15 damage per hit instead of 10, combined with lower part health, means you are going down quickly, or at the very least losing limbs. +50% burn damage. - An active welder doing a solid 22.5 damage per hit, you'll be lucky not to lose a limb on the second hit. Downed and take continuous brute damage to all body parts while in crit. - Now this is one of the worst Maluses in my opinion, compared to other races who can get up during crit and apply chems to themselves to heal up and survive, IPC when in crit are dead without external assistance, it's just a matter of time. Now we come to slime people and vulps, both of whom have strong bonuses, with Slime People essentially being currently the tankiest race. Vulpkanin Can consume tiny animals. - Niche not really a boon as there is generally plenty actual food on the station. Boons Claws (unarmed is sharp). - Sharp damage on unarmed, causing bleeding, a good buff, not OP but useful. Low-light vision (8m). - This is a strong ability, preventing you from needing lights or night vision when traveling around the darkness of maints, allowing you to more easily conceal yourself. Maluses Flashes incur extra eye damage. - Pretty bad if you go around welding things without protection, but has no real in combat effect. +11% hunger. - Negligible as food is abundant on the station, with or without a chef and a couple of cans of chicken soup will still see you all shift. As you can see, vulps don't have a large amount of boons, but it is the lack of combat based maluses along side the couple of boons they do posses that make them strong. Vulps are essentially a direct Human+, which makes them a good pick generally speaking. Slime People Slime core for brain. - Functions exactly like a brain, no real game play differences. They only have a heart "brain" and lungs for internal organs - This is something I would consider a boon personally, as it means they see and hear without eyes or ears, so are immune to damage caused blindness or deafness, also the lack of organs in the lower body means they don't get pain when they are damaged. (A note, lower body organs actually do nothing in all species, but can get damaged and cause pain which inhibits the character.) Has water for blood. Boons Regains blood by drinking water. - Can be easily replaced from almost anywhere on the station due to accessibility of water tanks, so doesn't require a raid on medical to replenish. Can regrow lost limbs. - Losing a limb doesn't really matter, you can regrow anywhere you can keep still, as long as you are not starving or out of water. They Don't have bones. - No bones to break, a slime person who has the means to reduce stamloss becomes an almost unstoppable force. Maluses Lower cold threshold. - Can survive less time exposed in space, otherwise this is a niche malus, watch out for those snow machines. +150% brain damage. - Can be mitigated somewhat by helmets, but a pretty serious malus if you are in oxyloss crit, as it takes you less time to expire. Cannot be cloned. - Once again becoming a victim to malpractice bay, however unlike Vox, using SR and the subsequent operations to fix that damage is easier because they can wear the anesthetic tank without being poisoned. Slime people are currently the most combat effective race, between being unable to break bones, easy replenishment of "blood" and the fact that their "blood" causes slipping hazards for any that chase them, means that a slime person essentially becomes more dangerous over time and a robust player can push this to a limit where they are almost unkillable when facing other crew members, with easily accessible saline glucose providing constant healing akin to Diona regeneration. I would also like to point out that Drask, Grey and Kidan although not as significantly played as vox and IPC, are both great candidates for RP gameplay, with mechanics that allow for unique interactions, with Kidan being the only race with actual damage resistance.
    1 point
  9. Assistants are clearly the worst department. They never assist!
    1 point
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