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Taaketa

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  1. Briefing Nanotrasen is a direct rival of Cybermax Operations they have recently opened a Plasma research and commerce station in deep space and declared an asteroid as their find. We had plans to take that location for ourselves for the lucrative supply of plasma energy we could mine. Destroy NSS Cyberaid, leave the structures they've built on the asteroid for our use. Setup Here I am assigned to suicide duty. Plenty of teams have assaulted stations like this before and been met with lethal force. Doesn't help they've implanted me with this bomb in my head to make me anymore assured that I am getting away alive. I mean that, of course, in the most sarcastic way possible. To make matters worse. I do not even know who my fellow operatives are, we've all been named as 1 through 5 and the commander of the operation as the leader. Regardless of this teams motivations I know exactly what I'm going to do and how I'm going to do it. If I can go in stealth, I can 'appear' as to help Cybermax. Worst case scenario I use one of their DNA scramblers and they'll never be able to track me down. Bum a ride back with Nanotrasen get back to Earth and I have an entirely new identity. They would never find me. We begin our discussions. I immediately put forward I'd like to be a stealth team member, slip onto the station, locate the authorisation disk. Tell them where it is and let them handle the gun work. What I didn't tell them, is I'd be keeping my head down. I'm immediately talked over by Operative #3, he wants to go in stealth AND lead it. Some discussion takes place. The Leader suggests that we all go Stealth. My plans are already crumbling around me... how can I escape if there is no distraction? I elect to remain on the shuttle and 'guard' it. Ready to transport the nuke for when they find the disk. The Leader opts to stay on board with me. Maybe, he has the same idea as me? Anyway after much discussion gear is issued. At this point, the team are equipped with DNA scramblers, Cameleon projectors, suppressors and their 9mm guns we were all equipped to start with. Disguises are prepared with multi-coloured jumpsuits for each of the nuke team. 3 of them are dressed up with their DNA scrambled and their IDs showing their new 'identity'. The first part of the foundation to our plan is laid. I give the operatives who are going stealth 3 objectives. Not being the leader, but being that I wanted to live out of this. I give the Stealth Ops team members 3 objectives. [*]Mix with the crew. Get a regular headset and swap encryption key into it for syndicate channels. [*]Locate the Nuke disk and relay it back to shuttle team. [*]Secure Nuke disk. Provided they avoid getting caught. If they do secure the disk but do get caught. They are to dump it down disposals were we can rally to cargo and secure the disk. As the backup plan at least. I have my misgivings. I suggest there is a nearby abandoned teleporter station we could steal a board from to teleport the crew in. We plan to locate the board and use it. The rest of the TC is spent on prepping the stealth team. I use my own to get an SMG and 2 spare clips and a couple of C4. The leader takes us to the shuttle, I bring Syndifox along for company. Execution - Stealth We arrive at Tcomms. I barely remember the exact location for the abandoned teleport but I know the general location. I attempt to find it and foolishly get lost in space. In the end I somehow find my way to the mining asteroid. I tell my team members I failed in my task and personally in staying alive. A big scary red hardsuit does not garner favours. I tell the team to go ahead without me, they'll need another method of boarding the station. In the meantime, I continue to scour the mining asteroid, preferably looking for a miner. If I cannot hide my own identity from Cybermax then I will simply become a NT employee. At this point the team boards. Radio silence commences, although I do hear on the radio that the Leader has somehow killed himself from eating too many donk pockets. So that seemed like a great start to our mission. At this point I concentrate on my original plan. I search the asteroid nearly getting caught by a mining borg. I had to forego my equipment bag in favour of having a jetpack to assist me with my search for the teleporter board. So I only have my 9mm and a spare clip for it in my pocket. I do, however, still have the pin pointer for the nuke disc. So maybe I can pull this off after all? After some roaming around the asteroid I find a Xenoarch working near the Research outpost. I pull my 9mm out and shoot him with a full clip. I will adopt his ID. I change and do the most riskiest thing ever. Swapping a hardsuit for his xenoarch suit. I barely get away with it, but somehow it's my lucky day. He had a med kit in his bag. I patch my wounds and head to station via the outpost. Apparently he was able to warn I was on the asteroid. But the foolish AI PDAed him to ask what was going on. I spin some lie about a miner wearing a black hardsuit stolen from another part of the asteroid and they AI falls for it. I quickly speed back to the main station. We're around 45 minutes into the mission now and I could still try to escape now I have taken on someone's identity. Ivan Ooze, that's the name. Poor guy died to the vacuum of space. Anyway... I get on board, grab a bite to eat. Then find a gasmask to obscure my face. No one seems to care I'm roaming about with a xenoarch suit on. Must be perfectly normal on this station to wear spacesuits inside. I find somewhere quiet and hop on comms. Trying to raise the others to let them know I could help. At this point I may as well. Helen, operative 4's adopted identity. Has remained on the ship after the leader died. She is flying it and coordinating help. I explain to her my situation and go off to identify the location of the nuke disk. Securing the Disk Following my pinpointer I end up in security maint. It's not getting specific but I figure the Nuke disk is somewhere inside security. The only way to truly find out is go EVA and try to locate it from space. I inform Helen and I'm about to locate a toolkit so I can get outside without raising too much attention. But what is in the backpack? A full toolkit in a box. Man I love this Ivan guy. Sorry I had to kill you. Rest assured I used your money to feed myself though. So you are a good host. After EVAing I receive some intercepted messages on my radio. An engineer was on the same solar array as me. I just barely must've missed him. I proceed to look for the Nuke disk and could it have been in an easier location? Right on the edge of the HOS' office facing space. I call Op #4 in with the shuttle. I have some C4 perfect for the job. Op #4 moves the shuttle to the station's fore starboard solar array. I make my way back, thanks to my good buddy Ivan. I have a fire extinguisher to move around space. I get back on board the shuttle. Tell Op #4 my plan. As I'm about to leave though. Bryon Op #3 reports in. He has experienced the same issue as me. He has figured the nuke disc is in Sec but cannot be specific. I tell him and ask him can he get to the HOS' office without being noticed. He tells me not easily. Suggests getting a job as a Sec officer. I'm concerned this would reveal us and tell him to hold off. It is best I go with my approach. I ask Op #3 to locate a suitable place for us to deploy the nuke, near arrivals perhaps. In the meantime. I take the the C4 and head to the HOS' office. Op #4 takes the shuttle away to Tcoms again to hide our presence whilst I secure the disk. Blowing open the HOS' office I move quickly to locate the disk. Damn thing is inside the HOS' locker. I have no choice but to take the whole thing with me. Quickly moving I am able to extract it away from the HOS' office and to the fore starboard solars. Op #4 brings the shuttle back in. I board with the HOS' locker. Op #4 luckily had an emag to override the locker's ID lock. We secure the disk and Op #4 puts it on her belt. At this point we have not heard from Op#2 or #5. Instead I, Op #3 And Op #4 decide to complete our mission. I'll get away alive after all and make Cybermax pleased and this suits me. We arrange to meet at Arrivals with the Nuke, arm it and leave. Nuke Deployment When Op #3 went to prepare the Nuke he opened a space into disposals. It caused a breach and alerted engineers. I decided we need a change of plan. So we diverted to the aft port solars. We get in open the space doors override the APC and switch off the lights. AI won't see us now. Op #3 meets up there and we provide him with a suit and tank so he can escape with us to the shuttle. We’ve been making enough noise on our own comms channel now that any operatives left alive should’ve heard we were planting the nuke. Before leaving the ship with the nuke I was dumb enough to discover how the leader died. Cybermax laced the donk pockets with meth and did not let the microwave work! Damn bastards were trying to kill us before we even began! Anyway... the whole time we're arming the nuke. I'm coming off a high from meth. It was painful to say the least. The nuke gets armed by Op #4 and the station is none the wiser. We head back to the shuttle with a 3 minute timer on the nuke. The lowest we dare set it to let us get away from the blast but also not get detected. I head back fast as my comedown is slowly killing me and I'm throwing up inside the suit. No, seriously my legs were sloshing when I moved. Plus the smell, god the smell. What was in those donk pockets, apart from the meth I mean, I know when I've taken meth. Anyway regardless... I get to the shuttle medbay run a scanner over myself and promptly whack my head off a table as Op #4 launches the shuttle back to Cybermax staging post. When I finally come to, I inject a tonne of charcoal into me and I feel better already. On our way back to Cybermax, we get confirmation the station is destroyed, right on schedule. I can only hope I live once I'm back at the staging post. Total Mission Time: 1 hour 34 minutes. Casualties: 3. 2 Unknown, presumed dead in blast. 1 died from Meth overdose and implant explosion.
  2. Page in question (optional): http://nanotrasen.se/wiki/index.php/Gui ... ydroponics Role(s) involved (optional: Botany Brief description of unclear/missing info: It seems that Botany was never updated to reflect Goonchem. So there is lots of references to the old chemicals. I'm not sure if they all produce the chemicals for example: Ambrosia Deus is listed as being able to produce: 1 Plant matter, 1 Bicaridine, 1 Synaptizine, 1 Hyperzine, 1 Space drugs But in reality it's: 1 Plant matter, 1 Meth, 1 THC, 1 Synapize, 1 Styphic Powder.
  3. If by "ended a cult round" you meant "the cult still won, in spite of it".... Sadly we did not win. We still had to get the captain sacrificed. Which we were about todo when the shuttle was called. However, I would say it was a great stealth cult round.
  4. ... and be atmos backup, and produce biomedicines, and recycle waste, and research... it's a space station, not Ol' MacDonald's Wait, how is Botany atmos backup?
  5. I had some thoughts on this too: The Power Loss Crystal - Change this so it requires charging before it causes powerloss. After reaching charge it changes colour from green to say to glowing orange or something. After charging it the emitter once every 10 minutes fires out a pulse that drain's 10% of a systems power reserves, APCs, SMES, Borgs etc. Using an emitter on the crystal forces it to over charge changing from orange to red to purple. At purple the crystal will pulse power loss of 100% to all APCs, SMES and Borgs. It will also explode, similar to that of the supermatter. A fully charged crystal would take up to somewhere between 40-50 minutes. So plenty of time to notice for an AI or RD to inspect. The 100% pulse or any pulse for that matter can be disabled by using a signler and analyiser on the crystal finding the frequency and pulsing it. The frequency will change every time the crystal 'evolves' into a higher power pulse. Alien Gun - Findable object on the asteroid. Simply name "An alien device". Trying to fire it without messing with the settings will produce an empty clicking noise similar to empty lasers. The settings on the weapon will have 5 triangles. Pressing them in the right order will activate the weapons lethal abiltiy, stun ability, self-destruct function and disable self destruct after activating it. The Self-destruct will have a destructive force similar to a syndicate gernade. Using a multitool on the weapon after each activation of a button will give an indication of the weapons current state. For example the lethal / stun option could look something like this: "It appears the power core is now online." "The power core begins to hum." "The power core changes to a red hue / blue hue." "The weapon's targetting system turns on." "The weapon hums with a disconcerting noise." Self destruct could be. "It appears the power core is now online." "The power core begins to shine brightly." "The power core changes to purple." "The weapon begins to vibrate." "The weapon begins to make a worrying beeping noise." Just a couple of ideas.
  6. I'd say scrap them. There has been a lot of stuff adding the server lately and it is overlording the cpu. Causing server lag due to processes taking awhile to progress because of a relatively minor feature most of us won't see. Meh.
  7. Our lighting is actually better than other servers... Aesthetically, yes. Pratically, no.
  8. Larger arrays would be least liked by me. Those things are already massive and have 60 solar cells attached to them. That produces just over 90000 watts. Previously that meant that most solars could produce somewhere between 200,000 - 280,000 at peak charge. Now we need a least a minimum of 300,000 to just charge the station's APCs with the current lighting setup. So umping up the charging the individual cells can output would be a better option to control the level so that it's just above the station requirements as it currently is.
  9. Problem is just being reasonable an old incandesant bulb can light a room easily. At 60 watts. So I mean... with the crappy lighting we already have on Paradise it'd be nice to have energy requirements reflect our poor lighting system with dark spots all over the joint.
  10. Even with all solar arrays online and direct feeding the station. They cannot produce enough power to keep APCs charged. Previously they could've powered the station. Now they cannot raise the main grid's Wattage above demand, ever. Even after taking the spare crate of solars and upgrading each array with 3 solars. It does not improve he situation. TLDR: More power from solar arrays to restore them to the pre-lighting changes. IN other words, feed enough power to the station but say an extra 100,000 watts above grid demands. Which I think now sit at around 300,000 watts.
  11. Go to one light bulb in the solar access check the APC. A single small bulb is 120 watts. Really? For all the light it casts? Stick 4 small bulbs in a room and you've nearly 500 watts of dim light. At least decrease the light wattage to 60 watts or half. At least that's believable.
  12. Here are some suggestions to remove the randomness: Virus effects still happen at random but you can provoke different effects at different balances of the following: [list=]Radiation Levels Virus' food level (I forget the term) Infection Level of the Virus Up to you. But each stage of virus' can be provoked at a specific stage by manipulating these stats on a particular virus. To make it more challenging is that a virus cannot be left at 0% food for more than 5 minutes. If it is, the virus sample dies in the dish. You can avoid this by placing the virus into the provided "Freezer" box.
  13. There used to be a charger in every department.
  14. Maybe once it's ready still being patched and worked on? ZAS is a problem since that seems to be what the RUST engine's atmospherics works on. I don't know if anyone has used the supermatter lately but it can pretty much take 200+ shots because of LINDA. Anyway would be interesting to see it added as a cargo deliverable to start with. Although I would like an engine to replace the Sing. Getting a little tired of it. Linky: http://www.reddit.com/r/SS13/comments/3 ... is_fairly/
  15. Taaketa

    .

    It was not SOME it was every single round. I played atmos a plenty and saw people breaching the tanks.
  16. Taaketa

    .

    Hostile NPCs should not be played by players because it's usually ghosts. It's usually ghosts that are bored. They usually go and do one of two things. Head straight to atmos and break the storage tanks, killing the airflow for the entire station. Break as many windows to space as they can to cause as many atmos problems as possible. They generally do not do what Carps should do, which is chase people down and try to munch them. It happened time and time again. So you won't be seeing player controlled hostile NPCs.
  17. Metastation escape shuttle has a cargo bay for mechs and equipement. I want a metastation.
  18. Can't support this at all! RP on paradise has been getting steadily worse. Where I have given next to nothing over the last month. You want an easy way to get Karma? RP better. I got 2 Karma in a round I was in for 15 minutes. Because I was killed by an antag. But it was how I reacted and RP to being killed got me that 2 Karma.
  19. Don't give it the ability to mine. But do give it the ability to move the mining drill and it's supports in one go.
  20. I also like Metastation and would like to see it in rotation if one can be created.
  21. Believe it or not in early version of SS13 everyone spawned on the shuttle in Civilian clothes and you had to make your way to your locker in your department to get loaded up. Now THAT was frustrating.
  22. I vote for Green Energy! None of this filty radiation stuff. Solar power all the way!
  23. I'd like an easy way to create vents into space. At the moment you need to seal an area to make it "indoors" get the CE's blueprints, create an air alarm and then unseal the entire lot. If I want to create an emergency blowout vent for instance that's a lot of work for placing 1 vent.
  24. Streaky you are an inspiration I wish I would get my finger out and do the wiki but then I look at the edit page and I get daunted by the wikicode
  25. That doesn't sound like a solution at all.
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