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Posts
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Days Won
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Everything posted by Bxil
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on the topic of what does and does not exist
Bxil replied to FeiH's topic in Stories of NSS Cyberiad
You read too much SCPs, son. -
*As this HOP in charge, he casually opens a few dozen clown slots, and sets it to high priority.* What clowns? *whistles*
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10/10 Would promote you to captain again. Why didn't I take any screenshots?
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10/10 would fight you in my office again. Damn diona.
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Oh, this reminded me about something. Crewsimov AIs taking even the smallest things as harming the crew. "AI, door!" "You have a multitool and it's 100% you will use that to harm crew, you stay there." Validhunting at its best. The worst part is these asshole AIs find me only when I am not an antag.
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Reach the highest number without an admin posting
Bxil replied to Mrs Dobbins's topic in Civilian's Days
The Administration is obviously at fault here. We should move this topic to admin complaints. Two. -
This is beautiful...
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I would rather have them easier to build. My major problem with them is that they are rarely used, mostly because there is no time to use them. Make them cheaper.
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Name: Rivals Access: Syndicate Additional Access: Syndicate Command for the commander Supervisors: The Syndicate Duties: Kidnap crew. Max RND. Sabotage Nanotrasen. Congratulations, you have been selected by one of the many Syndicate corporations to join the crew of a new station directly orbiting the NSS Cyberiad! Ensure that you complete your tasks at all costs. Stealth is not mandatory, but recommended while possible. Your objectives In general you will have the following tasks: · Ensure that at least 5 Nanotrasen personnel (command worth 2) is jailed on the Syndicate Station. They must survive. Experimenting permitted. · Reach maximum research levels. You don’t have everything on-site for this. It is mandatory that you steal machinery from the Cyberiad to scan. · At least 3 of you must survive (syndicate commander worth two). The Syndicate Station Command Office: There is a long-range fax machine and an uplink of 30TC inside. Only the commander has access to this room. Atmospherics: There is a hardsuit, and all tools, including insulated gloves. Chemistry: Basic chemistry equipment included. Medbay: Cryotubes and necessary tools for surgery are provided. The operating theatre is easily accessible from RND. Interrogation: Including a lot of non-lethal but painful weaponry to deal with whatever you have to. Also has several straightjackets and muzzles. The jail opens from here, and targets put in here also count for the objective. Kitchen: Even corrupt corporate agents must eat too. Radio Station: Equipped with several intercoms with access to all Nanotrasen channels. The Syndicate t-comms array is also put here. Note that the “syndicate encryption key” which can be bought from the uplink works on a completely different channel. The frequency for your headsets will be randomized each round. Research and Development: Equipped with all machinery required for RND and robotics including an autolathe. It should be a priority to finish tech levels for your objective – and also for better tools. While certain things still come out as lockboxes, remember your commander’s uplink and all the emags he can order. Construction: An empty area made for personal projects. Use it well. Solars: Where all your power comes from. Turret array: There is a turret array around the Syndicate Station to prevent intruders. They should not shoot at you while you have your ID. Podbay: You start with a military armored spacepod with laser weaponry. Attack Shuttle: You start with a shuttle designed for breaking though the Cyberiad’s hull. It can dock at numerous areas. Ensure this does not get captured by the enemy. Escape Shuttle: The console only activates when all objectives are done. It makes a worldwide announcement saying that the syndicate shuttle has been activated. If the shuttle docks at syndicate command with at least 3 of you alive, the prisoners are in the shuttle brig, and having the RND server on max (which is on the shuttle) then you win. You can make numerous improvements thanks to your RND lab. Making your own AI. Teleporters. An autocloner. The possibilities are endless. But I am Nanotrasen! Worry not! Obviously first you must identify that the round type is rivals. For this you must have one of the following to be completely sure: A screaming mechanic. A screaming pod pilot. Mysterious people dragging your colleagues (or you, whoops) into dark shuttles. Morons who run around with ID cards saying “Syndicate.” Or ultimately the announcement which comes. You have multiple ways to deal with the threat. Building a BSA tends to help. Making the mechanic build security a fleet and storming the area is an option also. Still, beware of the turrets!
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To be honest code-wise airlocks are a subtype of doors. whistles
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Supply and mining has its own door remote for the QM. But I would rather have the Supply Remote removed and added into the Civilian Door remote. The Command Remote has HOP office access, but I agree though with that.
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Yes, they often take it as a good joke. Once we had a male HOS who kept saying the whole round how fabolous he is. In my experience so far the rank King is a big ego-boost to the captain. Except when they are female... Figures. Thank you. Feedback is always appreciated.
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I see you want a dinner from everyone, @necaladun. :P
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My AI is CHESSMASTER. I have a telecomms script which adds ranks to people as chess pieces. Captain: King HOS: Queen Command: Rook Security and law: Knight Chaplain: Bishop Other: pawn My announcements are often chess themed too.
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Wizards would be better as mid-round antags, as raging mages is very destructive - reason for it is only being admin callable.
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Would bolt doors for you again. 10/10
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Agreed. As HOP I very frequently raise janitor slots or make new janitors. Medbay is often understaffed. Raising sec slots also never hurt. It would be better if these were default.
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It comes up here every month now that we need an alternative, such as removing greentext or removing objectives alltogether. While the admins do not punish those who finish their objectives with doing nothing fun, they prefer (I think actually we ALL prefer) if you do something interesting. Please mind that getting caught or intentionally doing it weirdly (like asking for t-comms tour from the RD to steal the voidsuit from there) can be extremely fun and often results in karma mountains.
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Exactly. It takes some time to understand how everything works, but feel free to make new suggestions even if they get rejeted. Worst case scenario, you learn something new. In this suggestion not really the karma is the problem, more like the mentality that it comes with greentexting.
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You are the Syndicate Operator, a high ranking Syndicate agent sent to aid operatives! Remember that you were supposed to only influence from the shadows! Find 3 operatives. Ensure that each one of them has at least 1 completed objective. 'Die a glorious death' and 'escape alive and free' do not count. Escape on the shuttle alive and free. Details: Has no uplink. Receives a randomly generated code which he can use to distribute TC. Starts with: agent ID card, chameleon clothes, 2 syndicate encryption keys (reduntant to give one to an operative for free or in case he loses the other one), voice synthetizer, DNA Scrambler. An operative counts 'found' when the Operator sends a single PDA message to the operative's PDA containing a code. This does nothing to a normal PDA other than sending a message. If the PDA has an uplink then it will receive 10 extra TC. This will also alter the message into this: "(Unknown / ?Spam) A Syndicate Operator has found you and gave you 10 TC." The AI does not receive this as spam. The Operator also receives an extra message, saying: "10 TC uploaded to target's uplink!" Cannot send more than 30TC. In order to complete objective no. 1 the operator must send the code to 3 syndicate operatives. While objective 2 sounds weird at first it shows that this character was supposed to aid other Syndicate agents and is not a real traitor himself. For example you are not well armed normally, and your first operative is in permabrig. You must do something to make them have at least one completed objective. Find another agent and in exchange for TC have them free your other operative (if you do not know their objective) OR have them finish his objectives (if you do know his objectives). Thoughts?
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No! We do not need to encourage people to strive for greentext even more. You should not give antagonists permanent rewards.