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monkeysfist101

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Everything posted by monkeysfist101

  1. I could have sworn that Luca was the human one. I mean, I ran security at her wedding after all.
  2. The idea is not to have a copilot, but a wingman. I can't even name the number of times that I've died to a combination of carp and a lag spike. Hiring someone is pointless because you need the single passenger seat to retrieve bodies. The problem lies that with a population this size, one pilot is not enough.
  3. Tiger, with our influx of population, we're, frankly, low on jobs. I joined a game yesterday that had no jobs remaining and over 50 civilians. This could be a start towards expanding the job count. With population like this, there's no reason that the server can't support more than one pod pilot, blueshield, chef, etc...
  4. The plan is to have a second pod added. The gunner idea is a compromise.
  5. If one person flies, it fires like normal. With a gunner, it has 360 coverage.
  6. Following a wage of nostalgia, adrenaline, this video , and what our scientists believe to be some sort of amphetamine, ooc blew up with the need to implement a second pilot as a wingman or at the very least a tail gunner for the pod. A two pod hangar would be easily implemented as an offshoot from what we already have. All that would need to be changed would be a second pod pilot locker, pod, and a bit of map. Mechanically, it would make it easier to deal with carp and other extraterrestrial threats. RP wise, it would give the pod pilot a friend/rival to RP with when flying and on the ground. EDIT: Something like this. http://i.imgur.com/IEOVi9z.png
  7. So was Michael Jackson, but I don't judge.
  8. I have dosh built up, but I don't want to spend it on stuff like barber.
  9. Is that good? http://puu.sh/i7uYe/b8020f4132.png
  10. I don't know how hard it would be to code, but it'd be awesome to land on an LV-426 like planet with xenos. Basically, a message is sent from CentComm saying that they are dealing with an operative team and that their shuttle dock is damaged. The pods and shuttle are then diverted to the nearest planet with the promise of rescue soon. The planet is rocky and does not appear to have any viable landing sights. The pods land safely in the general landing zone, but the shuttle hits hard. All of he SSD players are either put into critical or outright killed/gibbed to clear the pod and add to the severity of the situation. The survivors must now gather parts and weapons from a crashed ERT shuttle and a crashed Syndicate shuttle in their area. Upon arriving at either shuttle, a one minute timer sets in and the race against time begins. The players who died on the station are now xenomorph drones that want nothing more than to make sweet love to the crew's faces. The crew must then regroup at their shuttle,assemble a transmitter to CentComm and hold out for four minutes for a shuttle to mop up the xenos and evacuate the crew. This could either be random or admin started.
  11. I can't wait to smack a rookie officer upside he head with both Space Law /and/ SOP!
  12. Please refer to post (4) and (5) in this thread regarding the severity of names. It may have been buried in the comments.
  13. Adr, we already have alternate titles for most jobs. All this is is unlocking new ones of the same level. There's no superiority complex here. All he's saying is that our karma shop is pretty barebones at the moment, especially for the regulars, and could be added to fairly easily.
  14. It's not gone, Fox. I just got rid of empty space.
  15. How's this? We can get rd of some wasted space and add four more morgue boxes while retaining the checkpoint. http://puu.sh/i6FIq/ecd35ca27c.png
  16. 15 ERT karma should give your ERT member the legendary item, "John the ERT's Granade Launcher," and ten confetti "granades."
  17. The morgue isn't supposed to be the final destination for remains. The solution is to encourage he chaplain to "bury" the bodies out the mass driver, but that's out of the scope of this topic. The topic at hand is the return of the much used security checkpoint.
  18. Those are all fine ideas, dean.
  19. I do like the idea of departmental karma. For example, certain jobs take any old karma...like barber or vox. Other jobs, however, would need departmental karma, such as Brig Phys needing a combination of 5 sec or medical. When you type "Check_karma" it would list something like: 2 Civillian Karma 4 Support Karma 10 Medical Karma 3 ERT Karma etc... The job titles should not, however be things like, "Super Bartender, Super Duper Bartender, Wicked Grandmaster of all the Bartending Realms." They should be along the lines of, "Barkeep, Mixologist, Tavern Master" (PS: According to spellcheck, "Mixologist" is not a real word and should be replaced with the much more appropriate word, "Sexologist.") (PPS: Can we add "Sexologist" as a clown title?)
  20. I agree with most of this. I do have a few suggestions, though. 1. I'd say half the time would be more reasonable as not everyone is a hardcore player like the regulars. 2. To play as a head, you only need experience in the primary role of that field. For example, despite being one of the longest running Heads of Security on this station, I despise playing as detective. I neither enjoy it or even see its value in most cases. This ruleset would prevent me from playing this role. 3. Lower the captaincy requirement to one department. It is unreasonable for the captain to know every field. The captain's job is akin to a manager's. IC, unless the captain was promoted from being the CE, he should not know how to set up the singularity engine. The heads would lose purpose if the captain could do everything. Other than that, I like the idea of having to play a number of rounds in that department before getting to play as the head.
  21. I wholeheartedly agree with and support this. The only problem that I see is that very few of our Redshirts are willing or competent enough to arrest a fellow officer.
  22. Ladies and gentlemen of Paradise, I am proud to announce that our lab technicians here at M.A.N.K. Enterprises have found a way to turn out latest product, the Hambaton up to eleven. Once our lab boys realized that both the on/off switch and the electrified coils were not blocked by the ham, it became clear that the Hambaton was not only the perfect snack for on the go, but that it could still be used as a tool of justice. When turned off, it makes for a well rounded meal with all of the food group: ham. However, when turned on, it delivers the same shock that officers have been using for years! We are however legally obligated to tell you that several of our testers were in fact killed while attempting to eat the Hambaton with the stun baton still activated.
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