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Fathuran

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Everything posted by Fathuran

  1. Alright, I think I've gotten skrell to where I'm happy with it. I finished up interspecies relations and did a bit of work on Jargon 4. Previous all it was, was a small list of species, which I cleaned up a bit, as well as added various geographical info. I read that, it was pretty funny, however I'd suggest to turn it from a silly IC thing with your own character to more of an actual guide with points and clearly outlined details. I'm not saying that what you have now isn't clearcut, but I'm not sure if how you wrote it is wiki material. It's a good thing to have, because more people need to know how to deal with machine people, but I'm not sure if an IC, rant, per say, is the best way to go about it. Definitely keep it towards the top of the page though. This is all just my opinion though. It's a good start at least! It's just a shame that more people don't RP out the cloning process more and most doctors just say, "Yo, you died, here's your stuff, get out of my gatdam medbay." Great looking guide! The images really help and because of it I might actually give virology a shot sometime. Skimming through it, it looks really concise and details things nicely. Thanks for bringing that up!
  2. Just click that link on the wiki, which as you probably know can be reached up by the banner of this site. The page afterward is pretty straightforward. On the page itself it shows you how to make the image show up on articles. After that it's just a matter of formatting. That sounds fantastic, both you and Matt. Here are a few pages that you guys might be interested in scrutinizing. Guide to Atmospherics Atmospherics Objects Atmospheric Technician Additionally, there doesn't seem to be a page for Atmospherics itself as a location, so that might be a project you can consider as well. There's always work to do when it comes to wiki stuff!
  3. A foreman would be cool, especially since it's been hinted at by the administration that a full station revamp is in the works to better deal with the peak populations and create more openings for each job. No doubt the mining asteroid will be affected by this, so an expanded research and mining center would be awesome. A foreman role that can organize the larger amount of miners and perhaps answers to the Quartermaster or Head of Personnel can probably help with organization. As for the topic itself, I can't say I support the idea of monstars on the asteroid. It makes things exciting on paper, but logistically it would hamper productivity of a job that already takes a long time to get moving and bear results. As one who plays medical most of the time, I can tell you that you won't be cloned or even recovered 90% of the time. You can also rest assured that security is more than likely not going to send off an officer or two to deal with the threats on the asteroid except for the occasional round where things are actually going smoothly.
  4. I'm really happy to go on the recent changes page and to see all the contributions compared to a couple of days ago. It really makes a difference and things are already looking awesome. That's awesome to hear. I've never been captain during a mutiny round and never been a lead mutineer either, so there's little I can do to help out. What you have down so far is a great start though. TheDemonic, I'm really happy that you're taking the time to look through things and help bring to light some of the stuff people can look at, also good job on expanding the Tajaran! Good stuff, medical can use a fair amount of refurbishing and overall just some cleanup. Also have to say thanks to Streaky Haddock and Tigercat2000 for their contributions, the languages page is a nice spot for some extra fluff and the new images on surgery makes things look much, much better. And just a general THANK YOU to everyone that has contributed thus far even if I haven't mentioned em by name. The wiki thrives on people simply taking their time to work on these articles. If folks are still wondering what they could do, check out TheDemonic's post for some ideas, some other things include: - The Vox Raider game mode page can probably be looked over and expanded to. On Paradise it's not all about going in and stealing all you can, there at times is a lot of roleplay involved and proper trading may not be a common occurrence, but it is more than viable a strategy and play style when one is this role. Someone experienced with the game mode can probably shed some better information to expand the article. -Map images for the following articles: Arrivals Checkpoint, Bar, Brig, Emergency Shuttle, Engineering, Head of Personnel's Office, Medbay, and Solars. -More location articles in general as well as adding more information to existing ones. Right now personally, I'm still working on skrell lore and all that jazz. I'm finishing up relations and recently added Machine People and Kidan information to it, so if anyone has any questions or concerns and think they may not be accurate, hit me up. I'm also planning a large revamp and expansion of Jargon 4, which is the skrell homeworld. I -may- decide to look at Unathi and see if anything needs cleaning up there, but I don't think I'll be doing anything major.
  5. I'm glad to hear that there is at least a little bit of interest to make a concerted effort to help improve the wiki. In regards to Streaky Haddock, I noticed you've been working on Grey, as well as made a languages article, which is awesome. I keep an eye on what you write for Grey so I don't contradict things when I wrote how the Skrell interact with them. I'll also write up a blurb about skrellian on the languages page. Bone White, I'm curious to know what articles you have your eye on. I'll browse a few articles to see any that need help and tend to just do some language fixing, but I don't want to undermine anything that you're working on. And TheDemonic, more contributors are always fantastic, just browse the wiki and check out what might be in need of help. As for everybody, what we need are more images. There are a lot of images for items and a couple of job sprites that don't exist at the moment, so uploading a simple image of the sprite would be fantastic. Here is a basic checklist for everyone and anyone who's interested in fixing up the wiki: -Images for the Barber, ERT, and Cortical Borer roles are needed. -The Mutiny gamemode does not yet have an article and needs to be written. -The Medical Items article is just a link to baystation's wiki at this time. -Images for many many items. Check out all the object articles and see what's needed. -The Surgery page really needs images for the surgical tools in each and every procedure. There's definitely a lot more, but I think this can give people an idea of what would be good to work on and clean up. My efforts right now consist of writing the skrell page and doing some language cleanup here and there. Feel free to grab whatever task you think you can help out with, and also please be sure to list more things the wiki needs help with. The more stuff we're aware of, the more people can go and fix where it'd be nice.
  6. Hey there fellas, I've been working on the wiki lately and I've been disconcerted as of late. Maybe I just haven't been noticing it, but I think we should take part in a more active collaboration when it comes to wiki contribution. As it is now, people can and will edit over other people's work and even change large swaths in itself. While rewriting for the sake of fixing language while keeping the same "gist" of the article. As it were, there is always the risk when you may be working on an article over the course of a couple days, only to see everything you've been working on completely redone, for better or worse. This is something that will always be evident when there is no communication and talk pages are not used. This is the way wiki contributions happen, but I think we as contributors should come together and discuss what our plans are, who's writing what, and bounce our ideas off of each other so related articles can flourish with continuity and not contradict each other. I've been working on the Skrell page over a few days and stopped at species relations as I brainstormed each race. On the Grey and Diona page, there was already information even if just slightly, on how the Grey and Diona as societies react to the Skrell. So, instead of writing my own blurb, I decided to take my ideas and mesh them with what already exists. So, here I am, proposing a workshop for us to come together in this thread as contributors and talk mechanics, lore, and jobs; to work together and make sure the wiki is up to date and everything actually looks like a wiki, and not a series of half-done guides that all have differing narrative tones. We can sort things out, decide as a team who might be working on what, and especially, with input from the admins for what goes and what doesn't in regards to writing lore. Not only do I want to gather existing contributors, but everyone who's been thinking of contributing but haven't yet for whatever reason. I hope we can all come together and make things great. So, who's interested?
  7. That's your problem right there. It seems to me that you're almost playing to get karma, and not just playing the game. It might not be easy to do if you 'really' want that karma, but just - don't think about karma whilst playing. Don't type eloquent emotes because you hope you'll impress somebody for karma, and don't do your job 'just' for karma. The karma system, at its base, was made as a reward for people who show good roleplay or otherwise do something cool in the game. Additionally, everything rewarded by karma are just goodies that the station can easily live without. With that said, I'm one of the people against karma getting automatically handed out because of an arbitrary reason. They should not be a carrot on a stick for you to base your play around. I've accumulated well over 100 karma without asking for it and playing like I always do, and you shouldn't worry about it either. This includes not complaining that you aren't earning them or not earning them fast enough, because they are as an aside. Play your job for the game, and roleplay a character because you want to actually convey a character, and not because you think it's necessary for the karma. I mean, you can even get karma for doing sprite work for Ponies or make good contributions to the server wiki so long as you show him your contributions and see what he thinks, but working on those as well shouldn't be just to do em for the pure sake of some extra karma, do em cause you want to contribute to the community. Additionally, roleplay does 'not' mean typing out a long diatribe. You can convey a good character through speech alone and not have to worry about typing a 'me'. As an example, whenever you approach a desk, what is it you hear most commonly from the chemist, a cargo tech, or a roboticist? "Yes?" How boring! That's what everyone says, and the acknowledgement usually goes unnoticed and is just something to get people's attention. Now, don't get me wrong, you don't need to go like, 'Qilla Vshen places her elbows on the table and offers the man who approached a smile, her nictitating membranes sliding over her ashen black eyes momentarily before she offers a, "Greetings, sir, what do you need?" With a very quick four word sentence you can set yourself apart from the crowd and be like, "What do YOU want?" Me personally? I'd be liable to award a karma just for that! Already I can gain so much vibe from a character just based off of that sentence and can simply imagine the gruff, annoyed tone without them typing out an emote going into detail into their physiological state. If you just think of a basic personality, then you're already halfway to a character. No need to overly think it, and no need to spend a bunch of time typing out a me if you think it might take too long. Play the game for enjoying the game, and while you might really, really want that species or job, you have so many others to choose from. I mean hell, feel free to PM me and I'll do my best to help you out with making a character (I love brainstorming people's RP ideas) or just give you tips on a job you're having an issue on that the wiki might not be able to entail. Anyway, I do wish you the best in getting the goodies you want, just don't base your play around getting those goodies.
  8. This is something I've been rallying to have for a long while now and is the one thing that's been keeping me from playing my Vox over my other characters for weeks now. Roleplay is my foremost thing, and with every other species, we can keep a consistent character with development and the primary reason being the most basic thing of any character creator, and that's naming ourselves. The main argument I've seen against this point is that people don't want to see Vox characters with a standard "John" name. However, that argument is thrown right out the window when every other alien, and even the Diona, who also have naming conventions in their lore are allowed to be whatever they want. So what's right about an Unathi John over a Vox John? Not only that, but for a while Vox had a bug that forced them to use human random names anyway, which was fixed a couple days ago, and I didn't see any non-vox players complaining about it while it was a thing. As far as every other suggestion goes, I pretty well agree with them for the most part.
  9. As someone who really likes to play Vox, I don't think they should get any extra treatment during gameplay (Other than letting us name our own characters, dangit). In my opinion, from a story perspective, Vox have little relation with human society that isn't animosity and even less formal ties. So I've received the impression that for every non-antag Vox, they are the odd ones out and decided to travel away to seek a journey along with that of the dustbreathers. So why would NanoTrasen make special nitrogen environment additions for a vast minority that they don't care about? It's already established there aren't really any civil rights among even the human populace let alone the other oxygen breathing aliens so equality is not a good argument here. Playing Vox, I think the challenge is having to adapt to a truly alien environment, and that's what makes it exciting for me. Your lifeline is a mask and unless you play Atmos or Science, you need to rely on the kindness of others or just plain break in if you want to live for more than a 45 minute round. Not to mention all the RP prejudice which has nearly gotten me killed a couple times as well as made some great roleplay. If you want a special nitrogen environment with vox friendly cloning, then build it yourself during the round. Just like how us Vox players tend to convert unused portions of the stations into nitrogen based environments. You gotta adapt and get the tools, or just try to make do as best you can in a place that isn't built for you.
  10. Taaketa, your responses to criticism of your idea really isn't contributing to discussion and, to be honest, makes you seem like a prat. NTXUb made some valid points and I can see where he's coming from. I quite honestly would not be surprised if such things that he mentioned did happen. There are already people who kill each other for those idiotic cat ears for chrissakes. Charging for basic services is one thing, but there needs to be a way for everyone to be able to facilitate income. If every class isn't able to have some sort of way to do that, then I would not be surprised of two thirds of the population an hour into the round has to resort to mugging if they want to get healed or have the least bit of interest in the gamemode. You'll have folks hovering around ATMs towards round end waiting for someone to make a withdrawal, not to mention you'll have people dying in medbay because they're refused treatment cause they can't pay for it. As a surgical player, I am familiar with people who refuse treatment to patients for the pettiest reasons such as not turning on suit sensors, not to mention everyone complains enough about Medical's performance plenty of times that there doesn't need to be a gamemode to pretty much encourage malpractice. Lastly, on this vessel, we are all employees of the same corporation. Consider that for a moment. I can understand a bartender charging for a drink or chef charging for some food. You know, basic stuff. But you don't see the engineers on the USS Enterprise in Star Trek charging operations for installing their equipment, or the first officer taking out his pocketbook to pay them for fixing the helm after a battle, and you don't see Kirk asking Spock to run some scans only for him to turn his head and say, "I'm sorry, Captain, but you must pay me the logical amount to scan this anomaly." That is a ridiculous example, as the difference here is a corporation vs starfleet and dystopian vs utopian settings, an example meant to be somewhat humorous. However my point is that, we're all working on the same team (Except for the traitors, of course) and this bureaucracy, like NTXUb said, will not facilitate any sort of cooperation and will end up just having people turning into ravenous money hungry wolves towards the end. If that's your idea of fun, then sure, that's fine. However I am simply putting in my input that this idea is not my cup of tea.
  11. Player carps breaking windows for the sake of breaking windows is a ban worthy offense. Just adminhelp it if you see this stuff going on and they'll find out who did it.
  12. I understand where you're coming from. You have no idea how amazing it would be if there was in fact a specific department dedicated to scans - So long as there were multiples of each, of course! Haha - That's my thing, the place can be meticulously divided, so long as there is enough equipment for multiple people to be doing their work instead of sharing one piece of equipment. That's why it was a bit jarring when I migrated over to this server, from one that has double the amount of cryogenics tanks. I like my quantity when it comes to tools, as I'm sure you've been able to tell! That being said, even as I share my concerns with you about surgery, I really do like your new layout, so don't take my criticisms as not being praise, certainly! EDIT: Even in our current layout, the same sharing can happen, and it's a disadvantage of having a single OR. I've had cases where patients are literally piling in around the OR's body scanner and on stretchers waiting to be operated on. In my opinion there can never be enough when it comes to that kind of stuff.
  13. As I said towards the end of my main point, I have absolutely no problem with two separate OR's and their storage areas, so long as a body scanner is in each operating room. One can argue about realism or take the time to RP between scans, but when I have a patient who has internal bleeding, I'm not going to be waiting, and I don't find it fun to lose a patient trying to bustle through a crowd when that instance can be completely avoided if there were simply more avenues. That's my main point of contention. I am a really heavy roleplayer myself. I love that kind of stuff. I'm the guy who will ask patients if they consent to surgery and explain what all I will do, but in life threatening situations, I'm not going to bother, just like how I believe in rounds when there are 80+ players, a single body scanner will only prove to warrant congestion and frustration, not immersion, and not realism. In the far future it doesn't break my immersion to have the idea one doing some scans of a patient just before putting them on the table within that same room. Making the body scanner a commodity doesn't make things more RP friendly, in my opinion. In regards to observation, I bring that up because I have had numerous experiences where it takes me upwards of several minutes to convince someone to simply watch an operation from observations instead of within the OR. The stubbornness from folks demanding to stay in surgery so they can watch the procedure is annoying at best, congested at worst. If this mindset didn't exist, I wouldn't mind if there weren't observations at all. In conclusion, I think you missed my point in that I do actually support having two separate OR's, I would RP a sterile environment more, but I will always be hung up about the body scanners, that's my beef.
  14. Having two separate operating theaters is nice and all, but the fact that they both have no body scanners, as well as only one having observation has me wanting to know your design philosophy regarding surgery. People like watching surgeries and it's hard enough to get them to leave the OR to watch from observation. Having in theory only half of the surgeries be observable will make some people more stubborn I think. Having one large OR as a more centralized operating area is technically better, unless in my opinion, my next concern could be addressed. The lack of a body scanner in either operating room is disconcerting, especially since we'd have only one in the entire department. In the current layout, the body scanner in the OR is the most used scanner by my experience in medical. If we have someone with breaks or otherwise we know we're going to operate on them just by looking at them, we use the OR body scanner to locate the breaks and get them right on the table, while the one by the auxiliary cryogenics chamber is more general use. Reducing it to one can prove to make traffic in hectic rounds. I personally believe the operating theater should still be consolidated into one room, BUT I do like the surgical storage room. That's a good idea. If a body scanner is added to each OR room, that indeed would make things easier and I wouldn't mind supporting the changes. In regards to everything else though. It looks good to me and more experienced people can comment in regards to the engineering layout. I'm just putting my opinion out as one who primarily plays surgeon.
  15. As you guys know, an expansion to departures along with the addition of a hallway has been added to the station. This is in preparation for new areas and additions, such as the planned museum. I thought I might as well toss out this thread to help spark discussion of what people would like to see added. Whether you want to see changes to the structure of a department, whole new swaths to fill that new and currently empty hallway, or even the most minor changes of architecture for ease of life. I'm hoping we can have a dialogue about the design of the station. As for my own suggestions, they have to do with departures, as well as the escape shuttle. Don't get me wrong, the larger shuttle was certainly a most welcome thing when it was implemented, however while this screenshot may not show it, I'm sure any of you can realize the chaos of such enclosed walkways in SS13 when there's a lot of people. I propose that it might be due for another minor expansion to it. Wider paths between the seats at the very least. I also think part of the problem, when dealing with large populations trying to pile into the shuttle, is getting there itself. These tiny, one tile wide halls are a total nightmare as most of you can guess, especially when everyone is guaranteed to have different intents. Making these halls perhaps two tiles wide can likely give much needed breathing room. It may look awkward unless two tile wide red airlocks are created in the same sense as the double glass airlocks, but it can serve to make departures a lot less frustrating. Additionally, while we're at it, why not add a third departures pathway? There is now a large gap between the top path and the club that it feels pretty empty. It can be a general pathway, sure, but why not have a one tile wide pathway with command-level access airlocks that leads directly to the cockpit? This way the heads, rep, and blueshields have a secure route for themselves and there is less inherent risk of crewmembers being able to pile in due to the airlocks within the vessel are currently the only means of getting to the cockpit. One final minor point, it might be good to extend the airlock pathways outward a couple tiles, as in the last screenshot you can see the club extends further out than the docking area. Anyway, those are my suggestions, please put forth what you guys think and if you have any suggestions for the station yourself, please toss them out and let's have a discussion.
  16. I don't play slime people, but to my understanding they technically have that choice, however they have to acquire slime cores to change their color to whatever is desired. Not perfect, especially if you don't like the default light blue, but it works.
  17. That's understandable. In my opinion, Vox are perfectly fine for the most part as they stand as a race. My only issue is that hopefully we Vox players are given the ability to at least choose our own name instead of being forced with a random conglomerate of syllables. I'm not expecting this to happen soon, as I know you guys are working on the crashes as your priority, but it's a benefit that I think some non-Vox players don't understand how great it would be. Being forced into a random name every round really dampens consistent character development and just having a character in general.
  18. I'm a fan of, when it comes to 'traits' of a species or anything, really, I enjoy really playing to the extremes of said subject when it comes to penalties and advantages. In most cases this leads to balance, other times it doesn't. However, that's why Greys are somewhat fun to discuss and we can actually do something interesting with them by taking things a step further. They have very clear cut aspects about them just based off the merit of their weak punches and their telepathy. They are cerebral, they have amazing mental aptitudes whilst their physical ones suffer, and we should play on that. Allow their bones to break more easily, their eyes to take more damage and their other organs more susceptible to trauma. While conversely, perhaps give them the aforementioned temporary X-Ray, maybe a Once-A-Round "Mind Meld" that gives them a psychic link with a single character, which can lead to benefits and/or penalties for both the Grey and the affected character. Allow them to slowly recover brain damage naturally, and alkysine is more effective. Oh, just for kicks considering those big ol' eyes, give em better dark vision or a power to remove darkness for a limited about of time. I'm even down for allowing a Grey to have a cooldown based telekinesis, as in, they can toss an object once every ten seconds or so. Just like with the X-Ray vision, just give them a couple watered down powers and slap a cooldown on there, so it doesn't completely negate a geneticist's efforts. When it comes to the acid blood, that's an interesting thought. However based on how it seems to be with blood (Slimes apparently bleed water, however when scanned they have 0% blood) this would mean that Greys would have the 0% Blood effect as well, as they don't have 'blood' in human terms, and would just be filled with a lot of sulfuric acid at round start. Now, it's up to you really if you like that or not, as 'blood' is measured in human blood. You can't really bleed out, even if you do presumably drain yourself of the 500 or so units of Sulfuric acid within you, as it doesn't track the acid as blood, it tracks actual blood, and since you - as far as the game is concerned - don't have any just like Machine People, Vox, and Slime People, you suffer no 'low blood' penalties for being drained of your acidic juices for making circuits. So while it's a cool mechanic, the only problem is, unless the powers that be code blood tracking for your acid juice, then power players would just treat Greys as big beakers since they technically wouldn't suffer from blood loss. Now, I don't care either way. As a Vox player, I also have 0% blood, it's just how the game will most likely translate that mechanic, and if you like that or not. This also comes from someone who's ignorant of coding, so I might be wrong completely. It's just based off of what I've witnessed in play. However, this idea brings up something else, which probably is a more daunting suggestion all in itself that is probably a bit much for the devs to do, but it would change the face of medical in my opinion. Species blood types. As it stands, blood is blood. An unathi's AB+ blood is the same as a human's AB+ blood and they both can take a skrell donor's O- that they probably got from a Tajaran at some point. To me, this is very strange. I truly think that blood should be further divided into species types in addition to their blood types to give a better dynamic for both medical purposes and well, blood mechanics in the first place! Want that Grey acidic blood? Yeah! Give Grey blood acidic properties. Sure, they might not be able to press circuits with it since it's not EXACTLY acid, but it still has such qualities that you don't want people walking on your puddles barefoot. Slime People are mostly water, they 'bleed' water as far as people are concerned, but is it really? As slime people are slime and don't really have cardiovascular systems (Or any systems really), their 'blood' is simply the same molecular structure that composes the rest of them, and when hooked up to an IV, the fluid in the bag is really just slime stuff that binds with their being to contribute to their structure. This way, Slime People have a blood level and their blood still has slippery qualities while being able to be explained. And you just go down the list. The rest of the species' blood most likely wouldn't have any special qualities to them other than DON'T MIX THEM WITH OTHER SPECIES, but hey, that's half the fun. This way, the only species that can truly get away with not having a "Blood Level" would be the Machine People (Unless someone can explain to me why the hell Vox have no blood level.)
  19. Slime People, in my opinion, already have a metric ton of benefits with only one fair drawback. I do agree that they could get a remove all clothing verb like Adrkiller suggested, but I think this should have a small delay. For example, you perform the verb, and instead of instantly ungarbing, it selects all of your clothes and 'attempts to remove' them in the same manner if a character was trying to take off items from another. In regards to a 'light source' I believe an inherently built flashlight would be better suited for the Machine People. As for my own suggestions, in regards to Vox, I believe that a single nitrogen canister should be placed in the Medbay secondary storage. This way, at the CMO's behest, they can use that tank either to allow Vox crewmembers to top off their tanks, or even use it to dedicate a cryo-chamber for the Vox, or whatever other application. I only suggest putting the nitrogen tank in Medbay secondary storage because unless you're Science or an Engineer, it's tough to try and convince people to let you into Toxins storage or atmospherics when your tank starts getting low about 45 minutes into the round. I do not suggest simply maxing out a Vox's tank (A vox's nitrogen starts out at a little less than half capacity, like most tanks) because I believe there is in fact a small dynamic and some good RP to trying to actually fill your tank. However, adding one extra option that is not 100% easily accessible, but is there without taking resources from another department can help Vox characters not get screwed over in medium to long duration rounds. Greys and Kidan should be more susceptible to eye damage, in my opinion. Nothing huge, but their eyes take a bit more trauma to things that would normally hurt eyes, such as unprotected welding by about 20% maybe. Unathi, based on their lore have very thick scales. Perhaps a slight bit of damage reduction, about 5-10%. Allow a Grey to temporarily view beyond their physical line of sight. This can be mechanically be used in various ways. Perhaps a 5 second X-Ray vision, or the ability to click somewhere on the screen and your view teleports there until cancelled or you move.
  20. This is a research station, not a museum, nor is it the corporate headquarters of NanoTrasen. If you want to put forth the idea of the CEO or a shareholder coming aboard the station as an event character controlled by an admin to give a really tense air of "The big boss is here", then by all means that sounds good. I've seen a server or two actually do that, and it was pretty neat. Tourism? As a station primarily for research, I don't see why a whole area for tourism would be a thing. Besides, there's already plenty of recreational areas. A tourist or visitor 'job' as I would expect, would have no access anyway, so it's just a redundancy for assistant, with perhaps even less access if you could believe it. If you could elaborate on exactly what your vision of your idea is, by all means go ahead.
  21. In regards to Vox, keep in mind that they can survive in vacuum, which is a huge boon considering there are no - on station - hardsuits that fit a Vox (That I've discovered, please correct me if I'm wrong). Additionally, Vox start out with Vox Boots, which have a special functionality that is identical to magboots, however there is no speed penalty. Also, while we know that Vox must breathe nitrogen, there's a couple tidbits about that. The station's air gives periodic toxin damage, as if you were breathing poisonous atmosphere like plasma. I also discovered that pure oxygen from tanks knocks you out like a light whilst suffocating you. One other thing, as of right now, playing as a Vox forces you to have a randomized name. I'm hoping this changes sometime in the near future, as RP wise it hinders the ability to keep a consistent character.
  22. Hello, I've spent a couple of weeks on Paradise now and have been lurking on the forums during that time. So far I've really been enjoying myself! I'm fairly new to SS13 compared to most. Only been playing it for a couple of months at best and have really taken to it after I learned how to play. Trust me, I was terrible. My first experience regarding SS13 was ten minutes of my friend painstakingly teaching me how to light a bloody cigarette only to, after my success, the tiny flame lights a plasma fire. Lovely. Anyway, on Paradise I most frequently play as a surgeon and very occasionally jump into other roles. My character up until recently went by the name of Janis Galerkin, however now I play a Vox. Unfortunately, as of right now you're forced to take a random name as a Vox, which really irks me for multiple reasons. However if you see one playing medical, it's probably me. Whether I'm any good at it or not is for others to judge. I'm a roleplayer at heart. I love character development and simply writing stories with a group of people. I started doing so in December of 2009 in the MMO Star Wars Galaxies. Since then I've roleplayed in various other MMO's and some forums, which is an absolute blast to do. Character development is always a big thing to me, and even if I don't carry over "Things going to crap" every round, I at least hold over the contacts and friendships made in the next round. However due to current Vox naming, it's a bit of a challenge to keep a consistent character in regards to recognition. I always see people saying that this server has light to no RP, however I beg to differ. Maybe it's different in other departments, but as someone who frequently plays medical, I've consistently had a lot of great RP working there. Sure, RP takes a back seat when things get hectic, but I like it that way. Anyway, once again I'm glad to be playing here, hope to see you guys on the station some more.
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