Flipping Out
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Context is for nerds.
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Just a quick list of suggestions I've thought up to make the Library and the Librarian much better and fun. I love playing Librarian when I want a laid back shift, and there's a few things which are really quite stupid, but can be fixed. 1. Add a book bag at round start: I know a lot of people say that you can get one from Botany, but really, it's a pain in the arse. Just today, I got access to Botany and filled every tray with wheat and berries, sprayed them with Robust Harvest and used a Floral to increase yield. Still took me an hour to get enough biomaterial. If not making it spawn at round start, at least make the cost less. 2. Better book list: Not sure if this one is possible, but depending on where the books are stored, perhaps someone (Maybe me) could go through the server's booklist and remove double ups and stupid, unRP'd things, as well as add some things without having to do it in game. Making a lot of books in game is just too hard. 3. More depth to borrowing books: On the rare occasion someone takes a book from the Library, it's never given back. Perhaps we could add a special kind of bookcase that only allows you to inspect what books are in them, then the Librarian must open up the case with their ID to retrieve it. On top of this, add some form of automated PDA function, like a spam message, that alerts someone by PDA if they've got a book overdue. 4. Some way to organise the book list: Whether by author, title or genre, it would make the whole searching phase smoother. 5. Scratch 4, this is better: Have a menu similar to RnD which allows the user to search by genre. 6. Remove the book printing delay: Printing books takes much too long; that 8-ish second delay pains me, especially if I click it too soon, as the game freaks at me. 7. Update the computer to a sleeker, black look: Self-explainatory. 8. Remove the DnD section, or at least make it more to the left of the area, removing the left hand side tables and add in a stage with a chair for book readings. I believe these changes will make the Library and Librarian much more fun and useful in the coming rounds.
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It currently is as fast as the species/entity using it. Diona paramedic - Slow. Human on meth - 3Fast5me. It should be a universal speed, so everyone has an equal playing field.
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Changelings who are implanted automatically lose
Flipping Out replied to Streaky Haddock's topic in Suggestions
1. Get implanted after you are found in maint absorbing a civilian 2. Get taken to bridge 3. Implanted 4. Captain come in, offer to show him your powers 5. Captain agrees, you show him monkey form 6. Monkey form loses implant, yakety sax out of there 7. Be caught again and repeat -
You can get them from any of the telepads around the station, the telepad on the Syndie station with turrets (good luck), the pads on the asteroid (science outpost and the mainly unused mining outposts), there is a teleporter HUB on the Syndie station (the one you can reach with some clever emagging), there is a HUB floating in space on a derelict ruin, and I think there are more, I just can't remember.
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You asked about TELECRYSTALS, which are what the syndicate uses to buy items from the PDA, and like I said in game, it scales on server pop. What you wanted to ask about was BLUESPACE crystals, the junk you shove in the teleporter and steal crap with. There is the problem. Bluespace crystals can be made easily, provided you have a semi-competent crew.
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Yeah… Sounds like something I did…
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Are they all handcuffed?
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My name is right in the corner, next to the slowpoke 3
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How about a TCG? Collectable cards, boosters bought from vending machines, murders over the super rare cards. Never will the station be the same.
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That is the point! Making it difficult to alert those around you. THIIIIISSSS is what we have been saying!
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THe button is irrelevant. Just because it is there, you can't use it whenever you want. It's unavailable while unconscious for 2 reasons. FIrst, because you have to THINK to use telepathy, and when you are knocked out, you don't do an awful lot of that, and secondly, it would be WAAAAAY to overpowered, as you would screw up antags way too hard. What about when you are para stung, or sleepy penned? 'Halp! Urist McChangeling is ateing me!!1 don let him griff me!'
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I must say, as a race, when I first saw Vox, I knew I wanted to play them. Technologically advanced space gypsies? YES PLEASE! They are different from bloody cat beasts (fist shake) with their third person pronouns and constant face clawing for comparing them to felines, and better than the COMPLETE lack of racial RP involved in slimes. However, Wintermote is right. If you make them terrible gameplay wise, the RP element is redundant. I don't want to play as a bird who can be killed just by stunning and taking my tank. Some Ideas - 1. Unique items, like magclaws, something lore related, and interesting. 2. A tether or something on the tank, meaning it must be removed BEFORE the tank comes off, buying them a little time when stunned. 3. Cortical stacks; have cloneable, or makeable Vox bodies, and just transfer that stack over. Easy Peasy 4. More things on the wiki. Teach everyone in medbay that if they give a Vox Dexalin, they will get lynched by the Vox IF it recovers. And also a Vox form of Dexalin. 5. Maybe a Nitrogen only room, for Vox to rest and relax in. Decorated like a Shoal, for more realism. 6.Fix races in general! Price ALL races, and make sure players know how to RP as that race. Im sick of seeing Tajarans named 'John Smith' who talk normally. Make sure when players play a race, they understand the lore. Anyways, long story short, Vox are cool, and should be loved as much as any race in terms of nerds and buffs. EDIT : Also give them a bluespace channel to talk to each other on. Its practically stated in their lore.
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Sounds perfect, Ill PM you with my Skype now, and Ill have a closer peer into the mechanics of roll20.
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I was logging on just mow to make a thread about a campaign! What are the chances? I will PM you soon, however a few questions... 1. will it be a one off campaign, or will we continue? 2. what game? DnD, or maybe dark heresy? 3. Ive never played properly before, will it be intuitive, will someone teach me or will I just have to read the wiki. 4. will it be all serious, or more lighthearted? 5. what ruleset will be in use? Sorry for the barrage of questions, but this sounds promising!