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Everything posted by SkyPing
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The fact that a spray bottle filled with 200+ units of liquid could fit in a pocket, while a bucket that carries half of that can't, has always really fucked with my head. People will want to keep death chems in spray bottles for sure, and I'm not for or against that feature, but one thing I CAN agree with is the capacity is 2 damn high. At the very least, I give suggestion 2. a +1. Suggestion 1 and 3 I'll have to think about (I'm currently on my way to play a show and I'm not at my computer.)
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I'm a bit late on this, but congrats on 1 year of this stuff!
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Oh... there was actually opposition, crap, I didn't expect that. Right, I agree that it would be nice for the bartender to have some sort of stun, but I don't think that the answer is Neurotoxin. I'll stand by my argument for the following reason. While I see where the principle is going, I will always see Neurotoxin as useful if you were intending to deal the damage through poison or by hand, because in both situations the victim is rendered helpless and unable to react. Absolutely, but syringe gun/syringe supply access is surprisingly high. The entirety of medbay can access the two syringe guns in the primary storage room (13 people) AND access ether, so they don't even need access to the chem lab. In addition to this, science can print out rapid syringe guns and have access to syringes in science (7 or 8 people?). So thats 20ish jobs that can access them out of a total 50ish possible traitor job slots by DEFAULT. Add 6 for engineers that decide to hack a nanovend plus in a section of medbay that no one ever visits (Why the heck is there one in the viro hallway anyways?) and that's more than half. (Edit: Yeah, I'm stretching it with that engineer thingy, but you get the idea) Ether is way too slow acting to be considered viable and Cryo-Tube sleeping is situational (...Ok fine I can see it as viable enough ;. Overall, I honestly think that Neurotoxins role as a bartender stun drink can easily be replaced with some ether-like equivalent.
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Sooo, there's this cool bar drink called Neurotoxin that paralyzes people. Mix Pan Galactic Gargle Blaster from the bar with Ether (Which is easily accessible to all medbay staff even without chemistry access since it's in the nanomed dispensers) and you get a drink that leaves a person paralyzed and unable to move at all until the drink gets out of your system. If you put it in a syringe, and then get a syringe gun, or even if you just decide to use hypospray, this drink can be used to insta stun anyone. Add perfluoro to the mix if you're feeling extra devious, and they won't be able to talk either. It -Is way more effective than most poisons/stunning chemicals that you can create in a chemistry lab. -Can be mixed without even entering chemistry, as Neurotoxin is available from the bar and Nanomeds (Which are accessible to all medbay staff) contain ether. -Syringe guns AND syringes are also accessible to all medbay staff. -Is completely capable of stunning and converting an entire department into a cult (Which I've done twice.) Oh, did I forget to mention that it was A FUCKING BAR DRINK?! NOT A POISON, NOT A DRUG. ON THE FOOD AND DRINKS SECTION OF THE WIKI, NOT THE CHEMISTRY SECTION. Neurotoxin was clearly not designed to be used in this way when it was first created. It messes with the balance of the game and makes a lot of goonchem poisons completely obsolete. [spoiler2]It's also fun as hell to abuse.[/spoiler2]
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Looking forward to this man, can't wait.
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Update, we're doing cult because I honestly think that it will benefit the most people. Stay tuned for that!
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I got the private server up and a few people that are helping me out, so I'm going to start posting some video job guides on my youtube channel! I'm starting with service, mostly because 1. I'm still learning how to make videos and 2. Service is unimportant so I can (probably) mess these up all I want. Antags Cult Basics: Editing Service Bartender: Janitor: Editing Botanist (Ft. Mijhead or FalseIncarnate or Both): Editing Chef: Planning Engineering Station Engineer: Recording Atmos Tech: Wanna help out/contribute to make these guides the best they can be? Just wanna be in a video? Wanna edit my videos for me?! Send me a PM on Paradise Station; I'm probably going to make a skype group where I talk about what videos we should be making and go through scripts and all that boring stuff.
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ProperPants made some updates like, 2 days ago, and I JUST now added them! List should be more up to date, and a section on how getting paid was added. I also removed the part where we talk about the machines. This guide assumes that you've TRIED RnD, but have no idea how to upgrade and have no idea which order to put items in.
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You can disable the karma reminder in your settings. Also, the shuttle while in transit is still part of the round, and traitors will still have objectives to complete (Most notably, the Hijack the shuttle traitor objective, or the escape with x amount of acolytes cult objective.)
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THERE it is, perfect. Thanks guys. Also, one more to add. Make the Ambulance function more like the Pussy Wagon If you ever used both the Paramedic vehicle and the Janitor vehicle, you'll know that that Pussy Wagon is superior in every way, and that the ambulance is This is mostly because both vehicles work on different systems for some reason. If there's any way people can make the Ambulance work more like the Pussy Wagon, it will make Paramedic much more enjoyable to play. (This might be really major and complex, or this could just be as simple as copying/pasting a bunch of code. No idea, but here it is.)
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A summary of my first accidental HoS round.
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The styptic powder in the sleepers manages to heal up brute damage without any side effects, unless this was changed recently and/or I'm remembering things wrong (I'm trying out new jobs and haven't gone medical for about a week now). If someone can confirm this, that would be great, I can't remember.
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Thats a really weird way to balance things. And yeah, chemistry shutters would only be for the public portion. To work exactly like the RnD shutters. And the Robotic shutters. And the Kitchen shutters. And the Ho-you get it.
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Here is a list of small/petty/easy changes for gameplay features that just don't seem to make sense and appear easy to code. Feel free to add any extra ones you come up with. None of these really deserve their own discussion due to their insignificance. All of the suggestions below are changes that I cannot find any reasonable arguments against. If you want to add one, make sure you view the issue from all angles that you can. Derail YOURSELF before others do it for you. Add Silver Sulf to Sleepers Currently, a fully upgraded sleeper in medical lacks Silver Sulf. The only way to heal burn damage in a sleeper is to fully upgrade it, then use omnizine. I can't really think of any reason why Silver Sulf is absent, and chances are that you, the reader, haven't even noticed that it was missing. But... Why exclude it? Medical Chemistry Shutters ... Well, of course, I shouldn't need to explain anything there. Moving on. Cargo Main Desk Shutters This one isn't as obvious as MedChem shutters, so here's my insight into it. In RnD, because the console is locked to anyone not a scientist, the only real reason to break into it is to use the Autolathe (unless science leaves protolathe items on their desks, but... Is that common enough to warrant shutters?). In cargo, there's an Autolathe AND the shuttle console. The Autolathe alone may Warrent cargo shutters. I don't feel too strongly about this, but maybe the cargo players have an opinion? Engineering Ore Redeemer Access Again, fairly obvious why. Engineering COULD horde minerals, but so can the Miners and Supply in general (and the only miner that I knew who did that stuff was banned 2 weeks ago). I've only started playing engineer recently, so any input into this would be appreciated. I could be missing something. Feel free to add anything. Edit: One more to the initial ones! Complete Vox Raider Objectives End Round is Weird The two times I've played Vox Raider, the team was able to complete all the objectives, but failed to get green text from them because of really strange and specific areas that the raiders/items had to be in that WEREN'T specified by the objective list. This literally doesn't affect any sort of gameplay whatsoever because of "Mah greentext", but this thread be for the petty shit, and green text is about as petty as you can get! (Don't kill me pls) So why not?
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Alright, I'd like to make a quick addition to botany. -Botanists should be able to procure the stats of any plant/abomination upon the request of security/the HoP/Cap etc. (Maybe even the general public? Not sure). All they have to do is scan the plant with the analyzer, print out the report, and hand the report to the relevant person. Y know, in case of shrimp hidden in apples, or LSD-curare explosive wheat, or what have you. I swear I had more to say, but I forgot.
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It's actually common place just to grab a new beaker, take twenty units of Cryox from the two Cryox beakers and use it for Cryox. 20 units per tube and 20 units for synthmeat. Lasts the first hour at LEAST, even on a moderate day. Also, Tully, I'm gonna propose a couple things for Botany and maybe a couple others when I get home, PREPARE YOURSELVES.
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Whistles awkwardly and slowly walks out the door
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New Traitor Item/Request for Science nerf ideas
SkyPing replied to Da Dman234's topic in Suggestions
Amazing. If there was one thing I'd like to switch up, I'd think that it would be best to keep Xenobotany dead, or at the very least merge the existing botanists with the science department. The sole reason for it is under the notion that regular botany would be DESERTED if Xenobotany came back as a stand-a-lone job, which would doom the chef. I can't speak for the rest of the Xenobotanists at all, but I myself can say that it's not too much trouble to supply the chef with the food they want at the same time as experimenting with plants. Of course, a separate testing chamber would be nice; it would give me and Gloria a place to test out our exploding LSD wheat that ISN'T the primary hallway (We accidentally sent a roaming civilian into crit about a month ago). But yeah, all of the ideas that everyone suggested in here are absolutely amazing, and I'd love to see them implemented. I can't think of any downsides at the current moment. -
-Name refers to crows -IC name that means corpse -I'm getting a crow as my first tattoo -I had a character named Corvus about 4 years ago I like dis guy, lets absorb him.
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No. yes yes mcyesburgers It's an idea that makes sense from the CT's perspective, but it doesn't make much sense from... well... anyone else's perspectives. It's just redundant. As an alternative idea (and an idea that is SORT OF being implemented right now?), you set it up so not only do you go to cargo to GET stuff, but you can also go to cargo to GIVE stuff. For example, scientists now have to send research disks to cargo in order to send to Centcom to get their pay. This idea can also be used for the Geneticist job (which by the way would be really nice, do it!); genetics sends CentCom powers via disks in order to get pay, and they have certain powers they're trying to get that are assigned for them at the beginning of the round. Of course, there has to be some sort of INCENTIVE for these jobs to send the disks in the first place. Maybe in the shape of some sort of upgrade? I'm not entirely sure, but this would effectively make cargo more important (which is needed). One of the overarching problems I do find with Cargo, however, is that it's a department that is entirely dependant on other departments, in order to get work. And one of the first things I've learned from Ansari when he (sort of technically) introduced me to this game, was "Never rely on other departments." To summarize... I use capitals for emphasis way too much.
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The following is a work in progress developed by the three of us in three hours. It is not completed, but it is good enough to serve it's purpose. Please continue to help us edit it if you see any mistakes. (Sorry about the banter, it's just... google docs, yknow?) WHAT IS RND?! RnD stands for Research and Development, which SOUNDS exciting until you realize that all you’re doing is shoving a shit ton of crap into a machine and destroying it. And even that isn’t the explosions kind of destruction - it’s just watching a little machine shoot the technologies with a laser. Disappointing, I know. The basic principle is that all items on the station, from your brain to circuit boards to plasma pistols, have a technology level. You stuff these items into the destructive analyzer to research these tech levels, so that your protolathe and circuit imprinter can learn about the technology, and then replicate these items/make cooler things. As your tech levels rise, you can build better and more efficient things, upgrade the station machinery, and test out new alien technology! RnD is the most important science available on the station, and since RnD was established by Aristotle back in 550 BC (Citation not needed), scientists have spent MILLENNIA getting the PERFECT order in order to max the efficiency of everyone's machines. As such, it has become a standard to max out RnD within the first 25 minutes of a shift. Why do you have to max this so quickly? Well! - Miners will be able to get more materials out of their Ore Processor quicker - Cloning will be more efficient and will require less resources, a must for major disasters - A lot of major disaster round types (such as Nuke Ops, Blob, and Meteors) generally occur within the first 10 minutes of a normal shift. You won’t be done in 10 minutes, but you’ll be far enough to change the balance of the round. Those only scratch the surface of disasters that could happen. So, are you intimidated yet? If you are don’t worry; we’ll be here for you to make sure you can get Research done quickly. Cause once you finish RnD and the upgrades are out, you can focus the other aspects of research for your personal gain (Chemical, Toxins, Xeno, Experi-*Shot*) THE R (For RESEARCH) Research works in a simple way - many items have a certain tech level of one kind or another. Researching an item once brings the current tech level to one value below the item’s tech level. Another round in the analyzer bring the tech level to equal the item. A third and final time brings the level one above the item’s level - this is where the core of research lies. For example, say you managed to acquire three Radio Enabled MMIs at the start of the round - this item has a Biological Technology rating of four. If you analyze one, the researched tech level for BioTech will go from one to three. The second MMI will bring it to four. The third MMI will bring it to five - from this point, MMIs have lost their research value. Research orders can be modified using that information and this page from the server wiki. (http://nanotrasen.se/wiki/index.php/Des ... e_Analyzer) HOW DO YOU DO IT?!>+? A few things to note before starting. Plasma bars are necessary for some items - they can be grabbed from the Test/Chem Lab and Xenobiology. You’ll also need to physically construct certain items (I know, ACTUAL fucking work, I’m sorry). The two items you’ll need to construct are the FlameThrower and the Stunprod. These are both weapons, so close the blinds in case Beepsky rolls by. Flamethrower: What you need: Welding Tool, Screwdriver, Metal Rod How you make: Use the screwdriver on the welding tool to make it ready for modifications. Shove a metal rod in. Done. Stunprod: What you need: Metal Rod, Cable Cuffs (from wires), Power Cell (any), Wirecutters How you make: Place the four components on the same table tile. Drag the table itself to your person. Tablecrafting magic. USEFUL SHIT MANIPULATOR (WEST TABLE) CAPACITOR (WEST TABLE) ANALYZER (BLUE TOOLBOX) FLAMETHROWER (CONSTRUCTED) STUNPROD (CONSTRUCTED) HEALTH ANALYZER (AUTOLATHE) HIGH-CAP CELL (SOUTH TABLE) MINING DRILL PERSONAL AI CARD (HEAD NERD OFFICE OR PROTOLATHE) TRACKING BEACON SUPER-CAP CELL SUPER-CAP CELL MASS-SPECTROMETER MMI (ROBOTICS OR PROTOLATHE) NANO-MANIPULATOR HIGH-POWER MICROLASER PLASMA SHEET (SCI CHEM, MED CHEM, XENOBIO) PACMAN BOARD (THE LAZIEST DEPARTMENT, OR IMPRINTER) PORTABLE CHEM DISPENSER CIRCUIT BOARD =UPGRADE R&D AND MINING ONLY= FIVE MANIPULATORS FOR R&D. RE-LINK THE MACHINES TO THE COMPUTER. ONE MANIPULATOR, MATTER BIN, AND MICRO LASER FOR MINING. THIS ORDER MATTERS. RELAY MAINFRAME CIRCUIT BOARD DURAND WEAPONS CIRCUIT BOARD DURAND WEAPONS CIRCUIT BOARD ADVANCED MASS SPECTROMETER MRSPACMAN BOARD PICO MANIPULATOR =UPGRADE ROBOTICS EXOSUIT FABRICATORS (MICRO-LASERS AND MANIPULATORS). CIRCUIT PRINTER IF YOU’RE NICE= PHAZON HEAD (NEEDS PLASMA. TAKE FROM XENOBIO, SCI CHEM AND MED CHEM) MECH WORMHOLE GENERATOR (EXOSUIT FABRICATOR) (IF YOU DON'T HAVE ACCESS TO ROBOTICS, USE THESE THREE INSTEAD) PHASIC SCANNING MODULE QUADRATIC CAPACITATOR TELEPAD BEACON TELEPAD CIRCUIT BOARD TELEPORT HUB CIRCUIT BOARD FEMTO MANIPULATOR (PHAZON TORSO?) =UPGRADE THE PROTOLATHE WITH TWO MANIPULATORS= =UPGRADE THE REST OF THE STATION YOU LAZY SHIT= /USEFUL SHIT INCREASES TECH LEVELS, BUT THEY DO NOTHING FROM HERE RADIO MMI PROGRAM UNLOADER BOARD PROGRAM UNLOADER BOARD TRIPHASIC SCANNING MODULE OR QUAD-ULTRA MICRO LASER SOME BLUESPACE CELLS /INCREASES TECH LEVELS, BUT THEY DO NOTHING FROM HERE EXPERIMENTOR USEFUL RADIO MMI NUTRIMENT PLUS IMPLANT PLASMA PISTOL XRAY GUN ENERGY CROSSBOW FREEDOM IMPLANT /USEFUL EXTRA TWO REVIVER IMPLANT (ONE EXPERIMENTED - ONE NOT) EXPERIMENT WELDER TRIPHASIC SCANNING MODULE PROGRAMMABLE UNLOADER /EXTRA /EXPERIMENTOR (Anything with a question mark is unconfirmed, but most likely true. I/we should set up a private server to test them at some point.) THE D (For DEVELOPMENT) One important aspect of R&D is the D. Development (you pervert). As a researcher, half your job is to let the rest of the station enjoy the fruits of your labor, and the most immediate way to do so is through upgrading machines. Every machine - the protolathe, cryogenic tubes, the ore redemption machine, etc. - is composed of a metal frame, wires, circuit board, and stock parts. Upgrading the stock parts improves machines in various ways, depending on the part and machine. For example, upgrading the protolathe makes it more efficient when using materials and able to store more materials. Enough about what machines are made of - you’re here for one reason. To know how to upgrade them! Every machine contains at least one of the six types of stock parts: power cells, manipulators, micro-lasers, capacitors, scanning modules, and matter bins. Each part plays a different role in each machine, though they follow certain themes between machines. -Matter bins are always storage capacity. -Manipulators involve efficiency and speed, in relation to building. -Micro-lasers are similar to manipulators -Capacitors relate to power -Scanning modules relate to information -Power cells always give more power There are two tools to upgrade any and all machines - the Rapid Parts Exchange Device (RPED) and the Bluespace RPED (BRPED). First, the functions they share. Both of them are capable of picking up a number of stock parts at once; this means that if you have some manipulators, power cells, and matter bins all sitting in a pile on the floor, clicking on them with either RPED picks them all up at once. Additionally, clicking on a disposal unit with an RPED empties out the entire contents into the bin. A machine’s components can be viewed by clicking on it with either RPED, but science goggles can also do this upon examination of the machine - just make sure the research analyzer function is on. The normal RPED looks like a big box with a green screen, and can hold 50 parts at a time. It’s too bulky to fit in a backpack, so it takes up one hand slot at all times when in use. To upgrade with it, first fill it with the desired parts. Use a screwdriver to open the hatch on a machine, click the machine with the RPED (you should hear a satisfying mechanical noise), then screwdriver the hatch shut. That’s all there is to it. Superior parts in your RPED will replace the inferior ones in the machine, which will be placed in the RPED. The BRPED is a direct upgrade of the RPED, with enough part space to upgrade the whole station in one go, but it requires silver and more research. Lucky for you, Cargo has some silver in the airlock to the mining shuttle - don’t hesitate to ask them to process it for you. The BPRED has vastly increased storage capacity over the RPED, and it can upgrade machines both at a distance and without needing to open the machine. Simply click on any machine in sight, and the best parts available will be applied. Also, it shoots out a Cool-Ass Blue Laser™ and makes some rather… interesting noises. Don’t get scared when you hear them - you’re a scientist, and you welcome the unknown and strange. That’s really it. Upgrading is quite simple, but seldom done, and even less often done well or completely. A recommendation is to only upgrade R&D, the ore redeemer in Cargo Lobby, and the exosuit fabricator to start with. Upgrade the entire station (or as much as you can), once you have all the top tier parts. Enough upgrades for every machine on the station (Top tier in parentheses) 55 Matter Bins (Bluespace) 40 Manipulators (Femto) 35 Lasers (Quad Ultra) 35 Capacitors (Quadratic) 15 Scanning Modules (Triphasic) 30 Power Cells (Bluespace) (Several hundred capacitors if you want to upgrade every AI holopad like a madman)(Pls Don’t) (Several hundred lasers if you want to upgrade cameras, you psychiatric patient)(*Scream) THE E.X.P.E.R.I-MENTOR (AKA THE RNG-MACHINE) Try not to have an aneurysm when using it The RNG Machine is a cancer of science - the cancer of science, really. The driving principle behind it is that you stuff any item with a tech level in it, then spam various actions until something happens. That something is often not good - cue the release of space bears, the item becoming a corgi or some ice cream, or an EMP blasting the poor IPC scientist who tried using the machine. The single useful function of this machine is the fact that it has a chance to increase all the tech levels of the object inserted into it by one. The two safest actions for achieving this result are Poke and Irradiate. The two functions have a finicky behavior, so just alternate between each one. The desired outcome is known as a “Blood Curse,” in which the machine drains your life force and damages every limb on your body to upgrade the item inside it. More likely, and more frustrating, are the instances in which the item is destroyed and converted into a cat, corgi, or ice cream cone. To somewhat bypass the this problem, a single component of the E.X.P.E.R.I-MENTOR can be upgraded - the manipulator. This single upgrade makes the machine less likely to perform a Blood Curse, but also reduces the amount of time between actions; effectively increasing the chance of an upgraded tech level, or at least decreasing the amount of time until it happens. Items with an increased tech level can be analyzed. The most notable tech types for which this method is recommended are BioTech and Illegal Tech. Improving a Radio-Enabled MMI and analyzing it unlocks several cybernetic implants, while improving an energy crossbow unlocks a few illegal designs. GETTING $PAID$ Spaceman! Have you wondered if you can do your satisfying and intriguing job and turn a profit from it? Then this is the place for you! NanoTrasen, glory be to our fair company, is willing to pay their scientists for shipping valuable data to Central Command. The R&D lab starts with two data disks, but more can be made from the Autolathe. Load a disk into the R&D computer, then use disk operations to download a certain technology type onto the disk. Once you’ve gathered your desired disks, head over to (strikethrough)your good friends(/strikethrough) those bothersome box-handlers at cargo. Place every disk directly into the crate - not in a box in the crate, but straight to the crate - and have them ship it back with the rest of their junk. It’s that easy! Your payment should arrive immediately upon the cargo ship’s arrival to Central Command. Now, spaceman, what will you spend your valuable space monies on? Credits This guide was written by Praxis Chailer, Cid Squishings, and Jebediah. Jack Price was my initial consultant, and his list was the original tech order we used. The one listed here is something we modified. Credit to Satan for the Experimentor. Thanks to K.E.V.I.N for his amazing ass RnD tool that has saved millions of lives.
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*Scream I'll contact you False when I get time to write. I'm also almost ready to publish a Genetics guide, and I'm starting the RnD guide (Post nerf) soonish, when I get more experience. Watch for those!
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Bodyguards already exist... In terms of Mercs... Ok... So... I'm not sure how much things change with time, but I've been roleplaying online for 8 whole years. Medieval, Modern, Sci-fi, Post-Apoc, weird ass fictional steampunk universes, movie/book universe stuff. I've seen quite a bit. And in all of them, there's always a group of people that want to go the badass neutral mercenary role, the middle man, the assassin, the whatever. And, out of experience, it never works. Ever, not once. Occasionally there will be a good bruiser or mob man, but they're generally aligned with something. There's a clear line between good and evil on this station (maybe not in the LORE, but confined to JUST the space station, there are clear good guys and bad guys). It makes the players lives easier, the admins lives easier, etc. Adding a neutral party of heavily armed Mercs that don't have a side will make things much harder. And those are just surface problems. Also we have ERTS and they fill the role of shit-fixers just fine.