SocialSystem
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Everything posted by SocialSystem
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Hey LADdian, good too have you here. I've played with you on a couple of shifts and not been disappointed. Physics student eh? Must be getting close to graduation now!
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In response to Ansari's above post, I will add a short guide to Genetics and how you can avoid being a medical hinderance/casualty. I will also assume you have a basic knowledge of the computer used to alter SE. Gearing up 1x Sterile mask 1x Labcoat 1x Latex gloves 1x Medical HUD (grab it if they are available but give priority to the doctors/nurses) 1x Medical belt 1x Health Analyzer 2x Syringe (in case you accidentally harm-intent one) 2x Anti-toxin bottle (for reducing your toxin damage) 2x 30 unit Anti-toxin pills (For curing genetic side effects) 2x 30 unit Bicardine pills (For curing genetic side effects) 2x 30 unit Dexalin pills (For curing genetic side effects) 1x Crowbar (Useful for crowing open emergency shutters) Genetic Side Effects During injection of an SE, there is the potential to encounter a genetic side effect. These are always debilatating and should be cured as soon as possible. The side effects are on timers and if the cure is not present in your system then the effect will occur, the 30 unit pills are more than enough to see you to the timer. Genetic Burn - "You start turning very red..." - You'll typically fall over, if not treated, you'll start taking burn damage all over. Cure: Dexalin. Bone Snap - "Your limbs start shivering uncontrollably" - You'll fall over then get up after a short time, if not treated you'll take some brute damage and a random bone will break. Cure Bicaridine. Monkey - "You have drool running down from your mouth" - If not proper treated, you will be converted into a monkey; reconverting to a human will kill the subject. Cure Anti-toxin. Confusion - "You have drool running down from your mouth" - Causes you to run around randomly, making travel to any destination next to impossible. Cure Anti-toxin. SE Alteration The SE system has 55 blocks subdivided into 3 sub-blocks each with a Hexadecimal value from 0 to F. SE blocks 1 to 54 contain powers, disabilities or nothing, the 55th block determines if the subject is an animal or sentient being. To begin with, you should gear up and then proceed to obtain a test subject. Your most readily available source are the cubes located in your lab. Grab one, unwrap it and then get it wet. Your test subject will appear and you can get started. First, save the test subjects SE to the third slot and label it as a 'Clean SE Animal' or something similar. Then proceed to alter its 54th block 1st sub-block until it is '7' or below. This will ensure the test subject is a sentient being. Proceed to glance over blocks 1 to 54 and ensure the 1st sub-block is 3 or less. This ensures no random mutations occured in the SE. Save this SE in slot 3 as 'Clean SE Human' or something similar and insert a disk and save it. Now starts the process of modifying blocks 1 to 54. If you have a partner, decide who is starting where so you both are not working on the same blocks. Your target is to get the blocks sub-blocks to read D A C or higher. This will ensure that if a power is available, you will activate it. Powers can activate as low as B E A however and genetic disabilities will always activate above 8 0 2. When testing a block, ensure you use a 'block injector' and select the appropriate block. This will only modify that select block rather than the whole 55 blocks each person has. I typically use myself as the test subject for each block injection, overwriting disabilities from the 'Clean SE Human' blocks when required. This runs the risk of genetic mutations mentioned above and causes toxin damage, both are managable. A slightly less time efficient approach is to inject the block injector into a human test subject and check for the effects. A list of available powers and disabilities is available on the wiki here: http://80.244.78.90/wiki/index.php/Guide_to_Genetics Conduct Just a quick note on conduct as the geneticist. First, do not inject your partner without permission. It doesn't matter if you found Hulk and want to share it with them, either ask them or place it on the table behind them. Practicing this in the reverse will also avoid someone turning you into a monkey. Secondly, do not offer out your SE with all the powers without the CMO or Captains approval. Without it, Security are likely to lynch you. Thirdly, if you get no breathing, contact all the Vox on station and provide them with the Block SE injector. It will allow them to ditch the tanks and it will most likely net you some nice Karma. Fourthly, if your test subject has died and you want a new one, make sure to overwrite it as an animal so Cargo don't freak out and call security. You're likely to get brigged.
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It was a bit silly but it was a diversion from the norm. I cannot think when there was a viral outbreak that didnt just murder everyone.
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I think there was something else going around, the vomit and dead bodies were causing malnourishment that people were not fixing and there was shouts of another virus. I was forced by the captain to cure the cat virus but it was mostly too late for the crew
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I believe that it can be used on special request to gib anyone in a specific area outside of the station walls. Don't quote me on that unless you are quoting that I am right. Otherwise I look like an idiot, and I don't want that.
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I got permission to release a Kingston Virus onto the station. It spread completely and ERT were called. They rounded up all the Tajarans into the Library, then proceeded to cleanse the station. Needless to say I had a lot of giggle moments due to chat and what happened. Thanks to all those involved!
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Thank the drunk me who thought of it first
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Nah, I have boring lunch breaks and this makes up for it.
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Vampires are deemed to be unholy, cast out, cursed... Whatever they are the general lore is that they are dark creatures. Some lore has it that they cannot set foot on hallowed ground (as is the case here), cross rivers or must be invited into homes of others in order to enter. Having an area, such as the chapel, causing damage to a vampire due to lore that they cannot set foot on holy grounds is not all that absurd (if you ignore the fact they don't exist). The point, well it gives players a safe area to avoid the antag. This wont last forever seeing as the vampire can enter the chapel (when not bugged) when they unlock the power to do so. So in the short term it is a weakness that can be overcome in later stages if so desired. Starlight will not effect vampires while in station as the glass will have to filter harmful radiation to protect the occupants of the station. UV radiation, or sunlight, is something commonly accepted that vampires cannot stand and will burn/melt/sparkle when in contact with it. The space shuttles and the ISS have shielding to protect against UV and other types of radiation, the glass does allow for some UV to pass through, but is it so unorthodox that in a game you could assume the levels filtered by the plasma glass are enough so that a vampire will not combust whilst inside the station? Also as for night on a planet, the ozone layer filters UV radiation. During the day when it is at its most intense, there is enough to burn a vampire. At night, it filters enough while not in direct line of site to a star so that a vampire can walk the night and kill/seduce people. I do think that the hard suits should protect the vampire while on a space walk, from a logic point of view, but again this is a game. You are an Antag with a good selection of powers, having some nerfing points help balance the role and don't make it too easy for you. You know that you cannot enter the chapel or spacewalk. Those are the only two area's a vampire cannot enter, both are avoidable. They won't light on fire randomly, they will light on fire because they were exposed to UV or were on hallowed ground. I don't see what effect this has on any of the above or how the character operates. This is my personal opinion on the above, I just don't see how the negatives outweigh the positives of being a vampire antag.
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I do get luck alot in genetics, you missed a round where I ate a changling after getting the gapping maw gene... One day we will get through all 54 blocks!
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Just like to introduce myself, I play as the A.I. I.G.O.R. on the station. I am working on fleshing out a human character on the server. I've met some good players so far (roland410, Neca, Pony, Anavto to name a few) mostly during my genetic rounds. Hope to see more of you in game!
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Hey, I recently updated the wiki after receiving the server's virus file, so now all possible strains are listed via their stages. Since then I have been thinking that it may be fun to create additional strains to add to the file. Below are a few suggestions, if others would like to add or critique the entries please do. My hope is that we can expand the job a little more but not turn it into a raging viral death machine. Race changing - Currently Kingston, a stage 4 strain, will change the player into a cat person. This could be expanded on to allow for other races to be unlocked as a stage 4 strain. DNA manipulation - Currently telepathy is possible as a stage 3 strain, this again could be expanded to allow for other dna powers as late stage developments. In addition to adding these, I would also suggest they come with damage to toxin/brute due to the viral infection rather than a SE syringe from genetics Ifso Fatso - Makes the infected player obese. Teleportation - Causes an infected to randomly teleport a short distance, similar to a blue space tomato. Vent Crawl - Grants the ability to vent crawl only when undressed if a non-slime or vent crawl when fully dresses as a slime person, could have a negative effect over time to balance out. Temperature effects - Varying degrees of temperature loss/gain with the ability to effect the temperature of tiles around the person possibly. Medusa Syndrome - Force the person to walk or become totally paralised. Slimism - similar to monkeyism but will change a player into a slime.