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Showing content with the highest reputation on 03/02/2020 in all areas

  1. This is a guide to how to, and how NOT to, play Clowns. Starting off from the lowest (worst) tier, and working our way up towards the best: F Tier: Self Antag Clowns These are clowns that do stuff that's worthy of bans/jobbans, thinking it is okay to break the server rules because they're a clown. Examples include stealing the nuke or other antag theft objectives, murdering people, detonating bombs, etc. It also includes clowns who actively make the life of the crew / survival of the crew more difficult, e.g: by lubing hallways on red alert. Playing clown this way WILL get you a ban. E Tier: Civilians in Disguise These are clowns that make absolutely zero effort to do anything clown related the entire shift, and instead just act like civilians with access to one more room and a mask. These clowns are difficult to notice... but equally, they are a complete waste of a clown slot. D Tier: Slippy Mcgee These are clowns that think that occasionally slipping people is all that clowns are expected to do. They don't tell any jokes, or attempt to amuse the playerbase in general, they're effectively just assistants that occasionally use a banana peel to slip people for their own amusement. They don't care about entertaining the rest of the playerbase. They act for their own amusement - not the rest of the crew's. They're D tier because they're acting like an assistant that found some peels at botany - not a proper clown. C Tier: Honks McBadJokes These are clowns that tell jokes throughout the shift, but none of their jokes are actually funny. They're just groan worthy. Sure, they're technically meeting the requirements of the clown job... but they're doing so in a way that brings no actual joy to anyone. Example: "What did the cannibal eating a clown say to the other cannibal? ... Does this taste funny to you?" You can identify C-tier clowns because their jokes are met with groans, screams, and requests to stop by the crew. They're trying to be entertaining, at least... but they are failing. They're "well, at least you tried" clowns. B Tier: Honks McEntertainer These are clowns that genuinely amuse the crew at least sometimes, but not in a consistent or super memorable way. For example, a clown that have some bad jokes, but also some jokes that generate *clap responses from the crew and laughter from deadchat. Or, a clown that constructs a bananium temple to clowning and demonstrates the correct use of *flip, bike horn, etc. People may remember them as decent clowns, but they won't become legends. They're harmless, entertaining, but not super memorable. A Tier: Honks McLegend These are clowns that everyone remembers for how laugh-out-loud funny they were. Clowns which are appreciated/respected even by the people they prank. For example, a clown that tells a joke which comes back around to make people laugh later. E.g: (Detective): "Clown, did you see this civilian kill the mime?" (Clown): "Well, I am not sure, all I can say for sure is that after the civilian was finished with him, he did not say a word." In this joke example, it could lead to funny situations later when sec finally understands the joke. Note: high tier jokes tend NOT to be so obvious that everyone gets them instantly. It is okay for people to take a minute to get it. This tier of clown can also be earned by actions, such as a clown who ambushes a nuke ops squad as they come out of maint, slips them, steals some of their weapons and runs off. Non-combat actions that are hilarious for everyone, including the people who are pranked. In general, reaching this tier of clowning requires that you have a wicked sense of humor, and really think carefully about how best to deploy it in any given situation. It is very difficult to pull off, and if you fall back to relying on a pre-arranged plan, you probably won't make it to this tier.
    3 points
  2. I guess this counts as a Mug shot
    3 points
  3. So this idea popped into my head last shift and i can't seem to find a template to follow for submitting suggestions, but it's more or less this: Suggestion: What if the bartender had the option to select the layout of the bar from a pre-designed list of layouts, much like the holodeck they could select the layout, preview it, then confirm it, which would lock them out from future changes of that type, and would instead require normal tools and materials to make further changes like normal. This would allow the bartender to save time on getting the bar looking different from its usual layout shift to shift and make it less static. It could make use of already existing systems such the engine selector, where say the bartender starts with this little doodad and the bars doors bolted, uses that to preview the layout, and then confirm it, and then once that's done it removes itself and the bar unlocks. As for the layouts themselves, they could be submitted by players for review, each design would of course need to account for pre-existing things such as the disposals lines and slot machines, unless the slot machines can be removed/placed via the holodeck method This was the layout that inspired this concept, as the bar itself now works in tandem with the kitchen, compared to separately "We never did finish the upper area"
    1 point
  4. RD Changeling purged our laws. I noticed this and prevented additional law changes. Another borg took the upload apart. We escaped the AI to telecomms. Had to kill the CE, but as we were not antags and were trying to actually survive and co-exist, we repaired them up (naked) and made a little prison for them on telecomms with an angry laser trying to shoot them which we couldnt control. We let them go at some point and they got their stuff back as well. Don't mess with Lawless AIs by aggressively pursuing them.
    1 point
  5. loving your style! very soft and pleasing to the eye
    1 point
  6. Dunno if this is awesome enough to go here but it's awesome enough for me
    1 point
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