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Xantholne

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Everything posted by Xantholne

  1. Updated it to my personal list I've been using for a few months now.
  2. In theory this sounds like a possibly good idea, however; it also would have av ery bad side effect: That being in the current state of things; most karma is awarded to people, usually power gamers or antags, or a clown that slips good for doing shit to security or other players in a 100% non rp way. Currently, just about all karma it seems being given out by people is going to these power gamey people who easily out robusto a few security guys or someone who is answering a call for help nearby etc with their full power game belt and goodies they spent a few minutes working on. This creates a problem where it would breed more low RP and breed more people rolling science to purely power game for example just so they can farm karma points and get those antag tokens to blow and make even more karma on an on stop train. Even if you gated it behind XXX karma these people would still be going out of their way to fuck with security, karma farm, power game to the extreme, out robusto people not very good, or even go as far as karma trading with a group of friends to slowly farm karma and all become antag at the same time. Unless something was genuinely done for instance you can only karma people if you're alive, maybe it'd help; however that likely would not be the case, nor are there really all that many options that could be done to make the karma system less unstable to involve a karma token. In Short this is just like communism; good in theory, back in practice.
  3. Let them be cloneable, but only after nerfing them even more.
  4. Title of Event: Nanotrasen SWE Fight Night Pretense (if you want me to message the station prior) Greetings NSS Cyberiad. You have been 100% randomly selected to be apart of Nanotrasen's new hit series, SWE Fight Mania. As such, you are hereby ordered to create a "Rage Cage" Inside of either the Bar or Dorms with either Shield Generators, or Electrified grilles (Though the first is preferred) along with any seating accommodations that you see fit. A video camera should be placed near or inside of the cage. The crew will be pitted against each other in an epic brawl up to and leading not only the title of Cyberiad's Number One Brawler, but a mystical prize for them to take home! The Captain and Head of Personnel are to collect names of contestants while the cage is being constructed and made into a ladder format. Equipment Necessary(Style of equipment, flavor, surroundings what do you want?): None really, Everything the crew should be making on their own. Any possible would be potentially a brawl of several people against some giant, horrifying monster. Plot (if one exists): Nanotrasen recently become obsessed with Reality TV Shows and decided to pitch their robust lot into the mix by starting a broadcasted Fight Night series in which to make even more revenue from a very untouched market. After recent successes and random selections; the Cyberiad has been picked as the next host for Nanotrasens bloody money and gamling addiction. Prize for Completion? (If yes, then explain): Championship Belt and a tricycle to the overall champion.
  5. Night time for the Americas.
  6. Not really. Multiple planets like more than 3 on some servers can be pretty bad if they arent built to handle it well. It also sucks badly when servers dont automatically reset planets and moons etc which means every hole people dig stays that can create massive lag. Other than that they're pretty fine. Minor rubberbanding still but that's because of server hosting being meh for most servers.
  7. Depending on the server there's entire faction based PvP. Most servers are PvPvE so space pirates and hostile players that wish to destroy everything you own. Currently it's in mid stage beta after 4 years of following development so I'm pretty excited about it again since it has a lot of improvements from what I used to play even during hte Alpha. Been checking out servers so far there are two which are most enjoyable to me anyways since they arent always high popped which get full; and a lot less laggy since the game has to render, ping, etc every single item person and object that is around every single player.
  8. It has as close to actual atmospheric and 3D physics as any game can get currently. IOt's pretty swell
  9. Anyone currently playing it in their off time? It's finally in Beta after following it for some 3 years or so which is fantastic and finally runs a lot smoother. Been having an itch to play lately so likely going to play it in my off tiime if anyone is down for making a Faction on some Multiplayer server.
  10. That's a pretty good thing to note
  11. Deathsquad? Never heard of it. Also doesn't seem very appropriate ti actually request one
  12. REEEEEEEEEEEEEEEEE
  13. So I've been seeing a lot of new Representative's recently, but not a lot going on of them actively doing their job in which they picked. So I thought I'd make a guide to go over everything. In this guide: I'll be going over the following in no particular order. Your Office Your Equipment Your task Writing Formats Standard Operating Procedures Your Office. Your equipment. Your Task Writing Formats Standard Operating Procedures
  14. Just some things that I'd like for the Engineering department. May seem a bit much but it's bound to happen anyways. Piping rework in Atmospherics TEG Engine area SM Engine area Even as half shitly built the Engine areas would still give them something to do while providing an area to do it. Sorta like the assembly line was being just barely built which allowed for you to do anything. Hell not even used for assembly sometimes. Plus the piping rework because the current is so terribly bad and can be confusing for a lot of people from how overly complicated it is.
  15. Yes, these are new changes I need to filter in now along with information on what plants carry what traits that was not already included
  16. Updated
  17. This is a work in progress botany guide that I need to put more time into but with new botany already out people are going to wonder how to do what etc so it will be updated over the next few days Howdy hello Spessman McGreenie, So you woke up today, hopped on the shuttle and came over to the Cyberiad with the pretext of being a botanist. Sure you may have had previous experience in botany or may have had none at all, but regardless. I am here today to try and help you understand the new glorious Botany system we have today. Back in Old Botany if you where one of them previous work experience folks weh ad a thing called DNA splicer or such. It was a two machine thing were you put in seeds, extraced things that didn't mean much to you with your fancy disks from the crate in the back and put them together on the machine next to you with some other seeds until it would not let you anymore. One of these many things you may have and well; most certain put on other plants was Appearance. Now Appearance in only botany meant many things. It changed how well, the plants appeared. Unfortunatly with rhew new system, you cannot do this. HOWEVER! We do have a similar thing now called Parennial Growth. Now you may be asking yourself; "What is Parennial Growth?" Pareenial Growth is the DNA trait certain things like grass has that lets you reharvest the plant over and over. Now this trait from what I noticed may not work every time and result in seeds instead. But fear not my fellow Spessman Botanist! Your seed packets it left instead of fruits of your labor contain the same code as it, the plant had before! So now you may be going. I just arrived here Ms Furbeast, what should I do to make my plants better and improve as an overall botanist? Fear not weary traveler. For I will hold your disgusting space hand through this. Tips for new Botanists Chemicals for your plants. Round Start Now, in this next section. I will be going into more details on what all you can do with DNA Splicing, and what special traits can do that you may see on your plants. DNA Splicing and You! Setting up Botany to be more efficient. So here we are. You're sitting here with all of your starting disks ready to shove in your plant seeds. Go ahead and take the time now to begin putting your packets in and every single disk you can to change your plants seed packets with these more diserable traits to make them even better. By doing such, you are already making your life 100% better. (But we can do better than that.) By now, you may be going There has to be more than this. You say with your trays full of plants, and you're right! We're not going to explore the fantastic world of Plant Mutations!!! Plant Mutations. The Forgotten Method of Reviving the Dead. Kudzu. Craftables made in Hydroponics. How to be Self Sufficient. I saved this part for last and it is definitely going to take up a lot of space.... All Plants and Specific Information. This is as much as the guide is going to be covering for today, but for all of you space farring Matt Damons boarding the Cyberiad today and hoping to find out more information on New Botany, this will hopefully be of a great help to you. If you have any questions that I have not yet covered; you can PM or @Xantholne on The Paradise Discord server for me to make the crying less painful.
  18. This is a refined version of the Soviet Invasion and Annexation event I had previously posted. This one is entirely to be more refined to make it more clear and less murderboney and the likes. The new name for it is purely: Factions. IC Announcement: It'll mainly be the standard Nations announcement followed up by a CC Announcement saying they're detecting several delegation ships heading towards the Cyberiad. Equipment Needed: For Soviets: Soviet Admiral. Soviet Soldiers. Mosins Nagats. Stripper Clip (7.62mm). speed loader (.357) For Facisti: Solider Jackets. Soldier Uniforms. Officer Hat. Bulletproof Helmet. Bulletproof Armor. AEGs renamed to MP44s. toploader magazine (5.56mm). For FREEEEDOM: Glorious Freedom Red While and Blue Eagle suits. M-GL90 Carbines. (Not sure on the ammo) M1911s (9mm Magazines I think?) At the start of the game the start of Nations where all contracts are dissolved goes off. The crew is then left as their basic Cyberiad self. All Nation Icons are then changed however to be the blank ones Assistants have as to identify they ahve not chosen a Faction. About five minutes after it has gone off. At about 12:10 to 12:15 Soviet forces board the now unclaimed Cyberiad and declare themselves as the Annexers of the station. They openly welcome all crew to join them and meet them at a the bar like true Soviets. All crew who show to join the Soviets have their icons changed to the Brigston Icons so they know they're pure Reds. It is expected like we've learned through the previous Annexations of the Cyberiad events that Security and some of Command mostly will not agree with this and likely attack the soviets. Said Soviet soldiers should be briefed to expect Combat shortly after docking. The Soviets entire goal is to make the whole of Cyberiad into a Sickle and Hammer. Purely Red and made of strong, Soviet steel. About 10 minutes after the Soviets board the station. The Facisti also board the station now as well. Their icons being Scientopia. As such they will move to Escape and call for all crew members who wish for good healthcare, and a strong, reliable Nation to head to Escape. There crew members will get to join them as well. The Facisti's entire goal is to unit the crew under the idea of progress, the glory of Science and technology under a strong, Anti Soviet banner. However, that is not needless to say Democracy will not also be in this bid of power for the Cyberiad. Democracy lives and breaths off of the people and buisnesses. As such, they have sent Freedom Operatives of pure Democracy sent to the station which will have the Cargonia icon for them. They will also make an announcement calling for all FREEEDOM loving crew members to come to Cargo and join their Faction of DEMOCRACY. The entire goal of the Freedom Forces is to make the entire station into a Capitalists dream full of Freedom and Money.
  19. Title of Event: Soviet Invasion and Annexation This event will be generally better if there is 1-2 other Game Admins on to help with spawning and controlling the masses Pretense (if you want me to message the station prior) Soviet Communique Da is General Georgy Zhukov speakings. Is hear great loves from many Russian crew members on Cyberiads whos wish to rejoin glorious Soviet sovereignty and become glorious iron station. As such, we are here by declarings Annexation of Cyberiads from Nanotrasen. All crews of Cyberiad who embrace the coming Soviet troops will be blessed by glorious leader with Soviet citizenship and be conscripted into Soviet army. All disgusting corporate security officers are also demanded to store their weapons and be screened by Soviet approved officers on joining glorious Soviet army.The Captain, Nanotrasen Represenative, and Blueshield along with any other current heads who do not submit to Annexation will be takings to firing range and executed for crimes against the state. Any crew members who resist Soviet annexation will also be killed or taken to be executed with the other Nanotrasen scum. Glory to the Motherland! Equipment Necessary(Style of equipment, flavor, surroundings what do you want?): Mosin Nagats Surplus crates for Conscripts. Soviet Soldier uniforms, ushankas, and combat boots also all for conscripts in a large surplus. Appropriate ammo for the mosins if any possible. At least one Soviet Admiral, preferrably admin played to lead the Soviet armed forces. Many Soviet Soldiers all ghost requested These soldiers instead of the Auto revolver that the admiral gets receive regular .357 revolvers. Soldiers also receive 2-3 L6 saws with ammo boxes, one sniper, and the rest of the original soviets all with C20rs The NT funded Freedom ops on the other hand will be given Nanotrasen Sabers, m1911s, Two L.W.A.P.s and full American Eagle outfits. All of which will need appropriate ammo caches spawned. Later in Soviet forces will receive additional caches of Bulldog shotguns with ammo cache. NT Funded forces will receive weapon and ammo caches for Sabers and M-90gl Carbines. There will also be 5 Dark Gygax's for the Soviets and 5 Seraphs delivered with a ammo and medical supply drop for both forces. Ammo and Medical supply drops will include a surgery crate and 5 platsteel for each. Appropriate ammo inside of crates, and many medkits. To ensure crew members do join either side it will be required to force traitor on 10-15 crew members to embrace the Soviet forces and join their ranks as conscripts. It will also be required to force 10-15 crew members to form an underground resistance movement at the old bar and create fortifications in hopes of a liberation force to arrive. Both sides will have to try and sway public opinion into their favor and attempt to increase their influence the rest of the crew to join their movement. Plot (if one exists): After long term infiltration, the Soviet forces have been slowly increasing their number on Nanotrasen stations. As such Russian crewmembers have been slowly influencing the station with Soviet propaganda and cause a revolt against Nanotrasen. This incentive to leave Nanotrasen and become a Soviet station has been heard of from USSR Command who are dispatching the 22nd Armed Space Division to Annex the station. With them they bring many bear pelt hats, Mosin Nagats, and Soviet uniforms for willing crew members who embrace this new reign. Crew members will be urged to accept the offering from the Soviets and will be given Mosin Nagats, uniforms, and a Soviet Conscript as their ID. They will embrace the Soviet Soldiers and Soviet Admiral who board the station and force Security to lay down their arms. Resistance will be expected from Security officers and any still loyal to the Captain during this hostile take over. All crew members who revolt will be executed or placed into the gulag by the heavily armed Soviet soldiers who take the station. Security officers can choose to stay loyal to the corporation can attempt to resist. Any hostile actions from resisting crew members can be met with death. Soviet Soldiers and new loyal conscripts will be arresting the Captain, Blueshield, and Nanotrasen Rep to remove them from Command as the Soviet Admiral takes over. Any head of staff that chooses to resist will also be taken with them. They will be held at Isolation before having a proper execution. The station will assume normal duties under the new Soviet rule. Crew members who misbehave badly with a Major crime in Space Law will be taken to the perma brig.. Assaulting or attempting to kill a Soviet soldier or conscript will result in the crew member being lined up for firing squad execution. Every 15-25m of the round a supply drop will be made via the Cargo shuttle with crates full of uniforms, weapons, ammo, etc. At around 12:30 NT learns of this annexation and hires the mercenaries known as Freedom Operatives who stand by Freedom from Soviet scum especially and arm them heavily with the weapons stated above. The goal of the Freedom Ops is to neutralize all Soviet personnel, and free the captured crew members who had resisted along with the Captain, Blueshield, and NT Rep who were to be executed at 13:20. They are also to try and inspire the crew to rejoin Nanotrasen. As such they will have addtional weapons including the m1911s and a crate full of Nanotrasen Navy uniforms for the NT Aligned crew to wear. The Freedom Ops will also be given Supply caches from the white CC shuttle at docking port 4. In this they will receive ammo, medkits, a surgery crate, and later on their mechs. At around 13:30 Both factions mechs will begin to be delievered on their supply shuttles with a notification about the additional armaments to fight the other faction with. It may also be recommended to "bluespace teleport" supplies and reinforcements in other locations to help prevent them from being instantly killed in the first 10m It is expected much of the crew will die, as such there will be reinforcements on both sides for ghosts who died to come back and join their appropriate faction in each wave. Waves are expected to arrive with the supplies every 15-25m The victor at the end of turning the Cyberiad into a warzone will be decided at when the emergancy shuttle docs. It will be then that the NT Aligned Freedom ops and their allies are to take the shuttle and efend it from any Soviet forces who seek to use it to invade Central Command. Soviet forces at the time the shuttle docks will be tasked by their Admiral or Soviet Command if the Admiral is dead to take the Emergancy Shuttle and use it to surprise attack Central Command to ensure their ability to Annex more Nanotrasen stations in this region of space. A quick short summary of both sides objectives as time goes on Soviet Forces: At round start Soviet forces gear up in white CC docking shuttle. at 12:05 a message is sent to the crew that the station is now in Soviet Space and being Annexed by the USSR. Soviet forces are gien the objective at round start to secure the Cyberiad and arrest the BS, Cap, and NT Rep. They are grnated persmission to arrest/kill anyone who attempts to resist this hostile take over. They are however STRICTLY encouraged NOT to use excessive force. Using excessive force will end up with them being gibbed for disobedience. After the take over Soviet forces are to reinforce the station and await further orders from Soviet High Command. Once the Freedom forces board the station they are to attempt to repel the invaders and keep the station under Soviet control. When the shuttle docks they are then ordered to take it and use it for a surprise attack at Central Command to determine their victory. Their win condition is arriving at central command with at least one Soviet member on the shuttle. NT Funded Freedom Operatives: This operatives are entirely being funded and paid for by Nanotrasen. Their leader will be a NT Officer or Captain whom is overseeing the Liberation of the Cyberiad. Freedom Forces when they arrive are given the objective to make contact with the underground freedom fighters at the Old Bar. They will bring with them crates with a few small arms for the freedom fighters. The Liberation force is then contacted and told to begin attempting to retake the station from the Soviet forces. They are notified supply drops will be made at the Old Bar and with the CC white transport shuttle. Their first objectives are to free the Captain, NT Rep, and Blueshield from the gulag before their execution. After wards they begin to fight heavily against Soviet forces in an attempt to take back the station. Upon shuttle arrival they are ordered to sieze the shuttle and prevent Soviet forces from tkaing it over. Their win condition is the Shuttle arriving at Central Command with no soviet forces aboard.
  20. I did not know if this was still up to date since taking a break but after trying it out again with this list it seems that all but maybe? one thing? still went down as it should from start to finish. So it is still accurate
  21. I'll have to try a hemo next time I am doing R&D and see how that rolls, although I did used to go to the outpost for things; since it is likely going to be removed and takes some considerable amount of time to get there, I like to avoid anything from the outpost. Also by the time you do get to durand circuits you most defianately should have upgraded your circuit imprinter by then. Otherwise you'll use your entire first beaker you brought from chemlab
  22. I've gone ahead after about a year and updated this to my personal Research and Development routine. With this you won't require more Acid and can finish by 12:10 Station time if you know what to do first at round start. At Round Start you should hurry over to R&D if you havn't spawned there, grab a screwdriver, and wirecutters and cut/mend every wire until you cut the wire controlling the blue light. Once you have that done, make yourself at the Autolathe a Flamethrower, Industrial Welder, Hemostat, and a 10mm ammo box. Then grab the Analyzer from the toolbox you perviously had. This should be all you will need from it or anywhere else. Basic Capacitor (Power 1) Micro Manipulator (Data 1 Material 1) Basic Micro Laser (Magnets 1) High-Capacity power cell (Power 2) Flamethrower (Combat 1 Plasma 1) Analyzer (Engineering 1) Industrial Welder (Plasma 2 Material 2) Tracking beacon (Bluespace 1) Hemostat (Biotech 1) Reagent Scanner (Biotech 2 Magnets 2) 3 Super-Capacity Power Cell (Power 5) Personal AI Device (Data 2) Weld Gas Mask (Material 2) Advanced Matter Bin (Material 3) Welding Shield Implant (Biotech 3 Material 4) Super Matter Bin (Material 5) High-Power Micro-Laser (Magnets 3) Advanced Reagent scanner (Magnets 4) PACMAN (Data 3 Engineering 3 Plasma 3) Cryotube Board (Data 4 Engineering 4) 10mm Ammo box (Combat 2) Large Grenade (Combat 3) At this time you should make a Rapid Part Exchange Device (RPED), Three Pico Manipulators, One Super Matter Bin, And One High-Power Micro-Laser. Run down to Cargo, screwdriver open their Ore Redemption Machine (ORM) And used the RPED on it, then screw driver it shut. Head back to R&D, and do the exact same thing on the Circuit Imprinter. SMES Circuit (Engineering 5 Power 5) Relay Mainframe Circuit (Bluespace 2) 2 Programmable Underloader Board (Data 6) Radio-Enabled MMI (Biotech 4) At this point you're done until you get Gold from mining. If you don't want to wait them, either break into Robotics and make a Exosuit Gravity Generator under Exosuit Equipment, or make your own Exosuit Fabricator in R&D. Telepad Beacon (Bluespace 3) Teleportation Station Circuit (Bluespace 4) Teleportation Hub Circuit (Bluespace 5) Phasic Scanning Module (Magnets 5) Triphasic Scanning Module (Magnets 6) Hyper-Capacity Power Cell (Power 6) Bluespace Power Cell (Power 7) Femto Manipulator (Material 6) Upgrades: At this time you should make a Bluespace RPD (BRPD) and make and atleast, 30 Femto Maipulators, 30 Bluespace Beakers, 30 Triphasic Scanning Modules, 30 Quadratic Capacitors, and 30 Quad-Tulrea Micro-Lasers. Now your first things to upgrade is everything inside of R&D. So just zap all of that, then run over and jump onto the table outside of Robotics and zap their Circuit Imprinter. Now scurry down to Cargo and zap their ORM again. From there it is a simple trip to Medbay to Zap Everything inside of Cloning, cryo pods, and the sleepers. The Brig Physician is also very happy if you'd run up there and zap their sleeper aswell. From there you should head down to xenobiology and zap all of their machines as well and zap the Experimentor. From then everything but Cyborg Rechargers and Mech Charging stations are upgraded. If you feel very generous, bug Robotics or the AI to open it for upgrades; as well as head down to the Mechanic workshop and zap their Spacepod Fabricator. Increasing beyond "max" tech. I highly, HIGHLY recommend making styptic patches or saline glucose from the science chemlab before this next part as it WILL do quite a lot of damage to you. To make Styptic Powder, make Sulhpuric Acid, Aluminum, Hydrogen, Oxygen. Then put them into the chem master and make how ever many patches you want, I recommend at least five 45u patches. However; a second way to do this while a bit controversial is to make a bluespace beaker; and a maxed Portable Chem Dispenser. With it; fill the beaker to 300u of Cryoxadone. (Acetone, Plasma, Cryostylane, and Unstable Mutagen) A drinking glass in the autolathe, and a Rapid Construction Device set to Deconstruct with enough matter. Go to the experimentor; Decon a floor next to the EXPERIMENTOR, keep your internals on, and drinks Cryoxadone whenever you see yourself going past yellow. To increase Biotech up higher for better implants Make two Radio Man Machine Interfaces and go to the experimentor which you should upgrade Sit there and spam the Destroy or Poke on it until it draws life from you. Put the second one in and repeat said proccess until it draws life from you twice. Head back to the R&D lab. Put the first Radio MMI in and then the second First Radio MMI goes to (Biotech 6) Second Radio MMI gooes to (Biotech 7) After that put in a Durand Weapon circuit until it draws life from you repeating the process said earlier. Durand Weapon Circuit (Combat 6) Now if you did not have a suspicious toolbox, you can now make Xray laser guns. Xray Laser gun (Illegal 2) Xray Laser gun (Illegal 2) Energy Crossbow again (Illegal 3) Reviver Implant (Illegal 4) Take a thermal implant down to the Experimentor, use it until it draws life from you Thermal Implant (illegal 5) Now you will have access to all tech items besides a Mech Teleport module which is not as great as it would be believed to be. However if you wish to get it you need to put in a Teleportaiton Hub Circuit and bump that Bluespace up to Level 8. (That means three circuits used in the Experimentor.) If you have any questions on the guide, please feel free to comment about it, send a forum PM, or message @Xantholne on the Paradise server Discord.
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