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Showing content with the highest reputation on 06/11/2020 in all areas

  1. A commission I did for some people, the Blacksheild of a HRP server. It was fun to do, I will say that uh... Uniforms are hard to vary. I DUNNO IF I SHOULD BE SHARING art of different spess plesses but uh... I do WHEEEEEEEEEEEE I love you all
    4 points
  2. I think, we need more flamboyant suits...?
    3 points
  3. I like how you do the horns, one of my struggle.
    1 point
  4. After watching many cult rounds where people are completely unaware of how to play cult. I think this is a good time to introduce a new practice spawner, kinda along the lines of the lavaland terrariums with botany. I suggest we add a secluded multiperson spawner in lavaland or space that is secluded enough so that its hard to get to but not impossible to access, much like the old syndicate comms base, that prospective cultists, or people who just want to play around with cult gameplay, can do cult activities. This spawner must first and foremost allow people to practice cult things. One of the most important being conversion. So I have an idea for a layout and setup for this base. "Many years ago your cult waged war against an angry wizard and was overwhelmed by his many summoned warriors. years later you and your fellow initiates must reclaim your temple and drive out the invaders." this will act similarly to the delta station spawners and the old syndicate radio spawner, where the station is cut off from easy access, and the spawners must fight their way through hostile mobs to reach their goal. I believe it would be best, if these mobs were capable of being stunned then shackled so as to better hone the cultists skills, but it would be much easier to just require that the mobs be able to get killed with weapons so that the cultists can practice combat. maybe a mix of both. There also comes the problem with having the cultists be able to leave their base with teleport, if it were a cult round this could cause complications with the threat of 3 new cultists and however many constructs they made overwhelming the station. So there are two ways to balance this, either not allow the spawners to appear during cult rounds, or just make it so the spawners dont count to the current cults goals, and make them incapable of teleporting from their base, due to ancient wizard magic or something. there is also the possibility that a new cult could be coded in, that will act as the main spawner, maybe a benevolent one, which will deal with the teleport and cult intereference. so the cult and the spawners arent connected and cant work together. So to summarize, the creation of a cult spawner that is cut off from the station, where people can do cult stuff and practice combat and other skills. you cant really teach subterfuge in this situation, but I don't think you really need too in the first place. thanks for all the wonderful people in Dchat for the inspirations.
    1 point
  5. this is my favorite picture right here.
    1 point
  6. such realism, outstanding artwork very nice
    1 point
  7. Vox is the best species !
    1 point
  8. Perhaps a downloadable computer/laptop/tablet program that allows access to security records. Security access required to download it, of course.
    1 point
  9. Thanks for all the nice words This next piece is a robust vulpkanin officer named David @Flufferton First attempt at a vulp, and at a taser, but I like how it turned out.
    1 point
  10. A Kidan. Strange. You wonder what happened to them before a thought interrupts your contemplation. SKREK SKREK SKREK SKREK SKREK SKREK SKREK SK- Oh, wait. Hm. Must have a breathing tube implant. What a smart Vox you are!(?) May as well check the locker anyway... This was where you woke up... It's not nostalgic by any stretch of the imagination.
    1 point
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