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Everything posted by Biffthegreat
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Mimes who use paper..... Hushie points to the drinks dispenser and holds up two fingers, and then reverts to one, Hushie holds up his hand as though holding a bottle and slowly unscrews the lid, pouring some into the lid Hushie tips the lid back and swirls the liquid around in his mouth and appears to be spitting it out Hushie holds up his second finger slowly pointing at the drinks machine Hushie draws and invisible gun, firing it a number of times at the drinks dispenser (if they still don't get it) Hushie sighs deeply and holds up both hands In his right hand Hushie forms a backwards G and in his left he forms a B Hushie flaps one arm and silently clucks to himself whilst pulling on an invisible tail Mimes are supposed to mime - they aren't mute but have made a dedicated choice to focus on their craft - miming and performing. Drawing is not much better than talking and (unless it is an emergency) a mime should not draw.
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Perhaps he heard the rarely welcome sound of jackboots?
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Automatically restricting access to maint on red might be problematic. Sure, SOP says people should stay in department - but that is just standard operating procedure. There are many code-red situations where maint access is useful to the station and its crew. For example: Blob - where crew can use maint to get to it. Spiders - where crew can use maint to get away from them. Nuke ops - if a bomb goes off in (say) medbay, maint allows crew to escape. Surely in an emergency more access would be available - so you can escape danger. The problem is that this is a game and sometimes shitty people want their characters to "get into danger" so they can be cult or thrall. And yet, where it is problematic (Cult/Shadowling) with people almost self-antagging can be solved by decent security or command leadership; either sweeping maint in pairs, making proper use of stop & search or asking AI to bolt down sections. Limiting maint access would severely hamper antags - especially clings/vampires. Could experienced players get around this using eva/gateway/outposts etc - of course. But it would limit the experience for inexperienced antags. It would also make sling/cult laughably easy to stop.
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Unlucky. I was the blueshield there, you did get quite unlucky because I was just chilling out on the bridge and CE was pretty terrible (no engine at 1 h 45 mins) and hadn't bothered to get a death alarm and was a nightmare to track down, part of me didn't even really want to find him to be frank. So went down to engineering to find CE checking every locker (its a chore to search for bodies properly) and wow, he was lying dead right in the open next to storage, not even hidden in a locker or anything. I did an autopsy on him - nothing. I remember "pellet" being the main cause of death... Revived him and he shopped you specifically, although he seemed to think the holoparasite was a cyborg? Guess he did at least one thing right. Next time take the head, they can be stored in toilets (crowbar), disposal chute's(disabled) or your bag till you can cremate it. Chainsaw hand will remove heads if applied repeatedly.
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The problem here is the lack of distinction between Kidan and these mothbeasts. In the PR the closing comment best summed it up with two key points: (1) it is little more than a resprite and (2) there is no subspecies system within the game currently. The problem is that it is little more than a resprite and it does not make sense. For me two additional gameplay problems appear: (A) Why should a moth receive less brute damage? This makes no sense - if anything, moths (like vox) should receive more brute damage. (B) Why should the sharp modifier be applied to the attacks of a moth? Intuitively, some of the burn negatives should be carried over too, which isn't the case for Kidan in general. Not to mention the "flying in zero G provided atmos" would be borderline impossible to implement due to various pressures and so on and so on. If such a mothbeast were to become a thing - even sharing Kidan heritage and the :4 language, perhaps the wings should be purely aesthetic - at least until a reasonable method of implementation is suggested. I like other species, but this one seems bogus. If it was watered down to be a visual overhaul with some transplants of brute weakness/ fire weakness which already exist I can see it working and being a good Karma sink whilst retaining the :4 language then why not, but I see little reason effort should be thrown this way and don't understand how this would be a good idea. Must be instant killed by pest spray and suffer reverse magnititis to all lights at all times.
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As far as I understand it... Killing anyone SSD/AFK would be against the rules. Killing the warden as a perma prisoner (unless an antag) would be against the rules. Slipping the warden, stealing their ID and escaping wouldn't be. Consider the following (possible) convicts: Convicted for distributing pacifist literature Convicted for running black market sales of soap Convicted for stealing station equipment Convicted for industrial espionage None of these would have an IC justification for any violence beyond slipping the warden and running off. Perhaps tazing/cuffing them. They would have no more IC reason to commit violence than any other member of crew who is brigged/permad, and if the role cost a reasonable amount of Karma, people wouldn't abuse it (twice).
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Nuke op. War was declared. Got the usual, chainsaw, sarin grenades, implants, shielded suit and emps. BUT someone set up the teleporter. Now because I wasn't going through space and teleported in with the others I wasn't paying attention to internals like you normally do with airlocks and stuff, you know, motor memory etc. Normally internals are on because space and stuff, never forgot that, but, teleported in and didn't turn them on. Sarin grenades. Sarin. Dead.
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I don't see how people would take this and be "antaggy" about it because the rules still apply to them just as they do to other roles. Just because someone's a convict doesn't mean they turn into a bloodthirsty killer if they break out. What I'd like to see is this role being used early/mid-round as an event. You know how we get ERT shuttles, why can't we get a shuttle full of convicts (for some nonsense reason) to bring dead people back into a round. That would give the chance to test out how terrible or funny convicts are without having to do the heavy lifting in terms of altering code and before asking people to spend karma (not that it is hard to get) on them. Also, 5 karma is far too little for a role which might attract shittiness, that's like one or two good rounds. Something like 20 or so isn't hard to get but would be enough to make people not want to have wasted on a jobban.
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Better as an event on a busy shift. That way all you need is an order from Central to "fill these roles" rather than any coding or serious labour in implementing. I was going to say that it would make a good station goal, but it would be too hard to check and there is the problem Aletmange raised about that "it would cause (antag target) crew to be unreachable. As an event special antags could be installed manually with any number of made up taskssuch as "installing syndicate radios to listen in to the gateway base" or "plant a syndicate teleport beacon on the base (for nuke ops to tele in through)" and so on and so on. Or if we are bored of syndicates, splat some wizards down in there, or better yet... MORPHS!!! It could also make sure an appropriate gateway target was set - spiders being most funny.
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Spess vobiscum to you! Don't be mean to the vox. Their lives are hard enough.
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A list of (most) weapons & their damages: I died in the gateway so I thought I'd do this. Did you ever wonder which was better in combat - a spade or a shovel. Well one is better at range, the other at melee. Below an almost complete list of weapons for those who care. LISTED BY Name - Melee Damage - Ranged Damage - Modifiers Misc Ashtray 0, 3 Ashtray – Bronze, 0, 10 Ashtray – Glass, 0, 6 Baseball Bat 10, 12, Knockback Buckler 10, 5 (30% block) Cardboard Tube 1, 1 Cane, 5, 7 Candy sword, 15, 10 Cash: 1 Cigarette: 4 burn Chainsaw (Diy): 13, 13, Engaged - 21 Sharp Classic Baton, 12 Claymore - 40, 10, sharp 50 block Extinguisher: 10, 10 Extinguisher - Mini: 3, 2 Flamethrower: 3, 10 Garrote: 2-3 Oxy plus stun/silence Glass Shard, 5, 10 Guitar / eguitar, 10 Harpoon 20, 15, sharp Harmonica, 5 Holosign Projecter: 5/7 Icepick, 15, 10 Katana - 40, 10 sharp 50 block Lighter, 5 Burn, 4 Brute Light , 3, 5 Match, 3, 0 Burn Phone, 3, 2 Picket Sign, 5 Plasma Shard, 8, 15 Pneumatic Cannon, 5 Soaps, 0,0 cleanspeed 50. Homemade cleanspeed 45, Delux 40, Syndi 10. Stool, 10, 10 Spear, 10, 20, Wielded - 18 Stunprod, 3, 5 Tank 5, 10 Toolbox, 10, 10 Whetstone, add 4 damage to sharp. Capped at 30. Wirerod 9, 10 Violin, 10 Antags Alien Claws: 15 Blob Blob Spore 2/4 melee dmg (lower/upper body) Blob Zombie 10/15 Blobbernaut 20/20 + 60 ox Cult Cultblade 30/10 sharp Morph Basic attack 20 Slaughter Demon Basic attack 30 Wizard Broom, 3, 5 Scrying Orb, 7, 15 Staff: 3, 5 Veil Render 15, 10 Syndicate Artistic Toolbox, 5, 10, gains 4+4 per kill. Will heal owner. Batterer, 0, 5 Bee Briefcase: 10 Chainsaw 15, 15, Wielded - 40. 35 Arm pen. Sharp. Knockdown. Chameleon Projector, 0, 5 Energy Shield, 3, 3, (50% block for melee, bullets and lazer. 30% block for bombs. 0% energy/bio/rad) Energy Sword. 3, 3, 30 weilded (50% blockchance) sharp Energy Sword - Dual, 3, 5, 34 wielded (75% block) sharp Powerfist, 12, 10 (variable settings) Powersink, 0,5 Radiation Lazer, 3, 3 (Irradiates / Paralyses after a few seconds) Safety Scissors, 18 (special attack with help intent, 18 brute 30 oxy) Sleeping Carp, wrist wrench +5 & stun Sleeping Carp, back kick weaken Sleeping Carp, stomach kick, losebreath, stun Sleeping Carp, head kick, 20+stun Sleeping Carp, elbow drop, 50 Throwing Star 2, 20, sharp 100% Embed Toolbox - Syndicate 15, 18 silent Job Equipment Barber Scissors, 5 sharp Botany Cultivator 5, 7 Hatchet 12, 15 Scythe 13, 5 – 20armour pen Captain Chain of Command, 10, 7 Rapier, 15, 10, 50% block, 75% penetration, sharp Cargo/Mining Mineral sheet 5, 5 Pickaxe, 15, 10 improved pickaxes such as Jackhammer or diamond axe are no different Shovel, 8, 4 Spade, 5, 7 Vending Restock Unit: 7, 10 Chaplain Weapons Null Rod: 15, 10 Godhand: 15, 0 burn (No disarm) Staff: 5, 5 50 blockchance Claymore & other swords: 15,10 sharp, 30 blockchance Scythe, 15, 10, sharp, 35 penetration Hammer, 15, 10 Chainsaw Hand, 15, 0 sharp (no disarm) Clown knife, 15, 10, sharp, honks Whip, 15, 10 Fedora, 0, 20 Armblade, 15, 0 sharp (no disarm) Carp, 13 Bostaff, 13, 13 40 blockchance Pitchfork 10, 15, Sharp Rosary, 0, 0, Prays (25% chance of heal 5 oxy, 5 tox, 5 brute, 5 fire) Nullifies vampire abilities Salt, 0, 0, Calls ghosts Bread, 0, 0 Silences Chef Butcher Cleaver, 15, 8 sharp Carrot Shiv, 8, 12 Kitchen Utensil (fork, spoon, spork etc.) , 5, 0 (n.b., fork can eyestab) Knife 10, 10, sharp Meat Cleaver 25, 15 Mould, 5, 5 Rolling Pin, 8, 10 Clown Bikehorn 0, 3 Engineering Crowbar, 5, 7 Crowbar - red, 8 Crowbar - Large, 12 Crowbar - Cyborg - 10 Crowbar - Power - 15 (has unique suicide) Rods 9-10 Fireaxe, 5, 15, 24 when weilded Multitool, 5, 0 Rcd 10, 10 Screwdriver, 5, 5, Can eyestab Tile, 10 thrown Tile, Plastasteel, 6, 10 Tile, light, 3, 5 Welding tool 3, 5, 15 burn when engaged. Wirecutters: 6 sharp Wrench, 5, 7 IAA/Magistrate Briefcase, 8 Gavel: 5, 6 Gavelblock: 2, 2 Tape Recorder, 2, 0 Tape, 1, 0 Janitor Bear trap, 0, 0, Trap damage 20 Mop, 3, 5 (flammable) Mop - Advanced, 6, 8 Medical Defib, 5, 6 Health Analyser 0, 3 Mass Spectrometer, 0, 5 Nanotrasen Representative Fancy Cane, 12 knockdown Security Bola, 0, 0, Weaken, Legcuffs Combat Knife, 20, 20 Handcuffs 0,3 Krav Maga – Legsweep 5 knockdown increased by harm intent 10-15 depending on state Krav Maga – Throat punch 10 Oxy increased by harm intent 10-15 depending on state Krav Maga – Neck Chop 5 silence increased by harm intent 10-15depending on state Tele baton, (extended), 10 knockdown Tele Shield, 3,3 (50% block for melee, bullets and lazer. 30% block for bombs. 0% energy/bio/rad) Riot Shield, 10, 5 (50% block for melee, bullets and lazer. 30% block for bombs. 0% energy/bio/rad) Seclite, 9 Stun Baton 10, 7 stuns when powered Surgery Bone Setter, 8, 9 Circular Saw, 15, 9 sharp Scalpel 10, 5 sharp Robotics These all have specific defensive stats and abilities not here listed Mecha 5, 0 modifiable Mecha, combat, 30, 0 Mecha, durand, 40, 0 Mecha, maurader, 45, 0 Mecha, phason, 15, 0 Drill (Mecha), 15, 0 Clamp (Mecha), 20, 0 Missile, 15 plus modifiers
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This is 100% correct. Having a small number 1-3 of traitors or other threats would spice up "Terror Spiders" as well as all the other messy game plays we have at the moment such as Blob or Nuke ops". Not only would it defuse trashy play such as giving everyone all access and throwing weapons out there it would give the few other antags opportunities whilst other crew were distracted and make sure departments still have to function at some level.
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Be aware of race abilities and weaknesses: Instant - kill. Diona: Weedkiller pretty much instantly kills Diona. (This is also why Diona sec is vulnerable because of the free weed-killer in perma) IPC take 50% more burn and brute damage and can be instant killed with EMP. EMP is almost always worth getting as a tator/changeling because of this. Mild Vulps hate being flashed, it can blind them. Vox take 20% more brute damage. Vox can also be killed with EMP. Grey can be hurt mildly with water. Drask and Tajara are hurt more by heat. Unathi are vulnerable to cold. Skrell can't handle alcohol well.
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Problem with RP / non engineering objectives: The problem with non-engineering/science objectives is confirming whether or not they have been completed without admin checking. I.e., it can be automatically checked if they have been completed. This means that RP based objectives or ones which involve no specific construction can't easily be checked. Solution? Have it so command can call in a station inspector (like an ERT) to come and check that it has been completed. They can come on the ERT shuttle, observe whatever has been completed or done, read the reports / pictures and then head back to the ERT base. They can then press a button on a new computer back where they came from at ERT base to confirm objectives complete. This way no admin involvement is required as it can be confirmed/denied in-character and it would give an extra role (or multiple roles) for those who have died to get back into the game. That way we could have silly non-engineering objectives. Some ideas: Possible objectives: (1) Put on a play to raise morale (HoP responsibility) (2) Organise a fun fair for tourists (Clown/Chef/Bar responsibility) (3) Build and populate a biodome (Biology/Engineering responsibility) (4) Establish a successful colony (Everyone's responsibility) (5) Implement a rehabilitation program and successfully rehabilitate three offenders (Security/HoP/Magistrate/HoD responsibility) (6) Hold a full station trial with jury (Security/HoP/Magistrate/Journalist responsibility) (7) Run an apprenticeship program in all departments so each has to hire and train a cadet in a new role (Everyone's responsibility) (8) Install toilets in each department (Shitty objective) (9) Replace Cloning with a pod-person programme (Botany/Genetics etc.) (10) Ensure the station is spotless and without any mess (impossible objective) Having inspectors would open the station up to bribes, or worse - what would happen if an EOC got one? Oh no!
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Perhaps that is a problem with the rarity of a morph. People don't know what to do and then get violent. I've tried to "talk down" violent morphs before and persuade them not to just nom people but with little success. Having a survive/replicate objective like a borer might assuage that, I just think as an already implemented and coded "antag" there are loads of ways, from stealth to RP to violent that a morph could "win?" that I'd like to see a few more or it to become at least as common as borers. However - I don't see how the worst morph (i.e., NOM EVERYONE) is any worse than the best Blob (i.e., NOM EVERYONE). I think its more promising as a semi-antag.
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Morphs should be more common. They are more RP intensive than blob, swarmer, revenant. Reasoning: 1 - Players do not often encounter morphs, many regulars have never seen one. 2 - They are unique in their playstyle with ventcrawling and ability/motivation to engage crew. 3 - They do not need to be violent or particularly antagonistic. They can be like borers in this regard. 4 - They are unlikely to mess with players rounds and are a much more RP / Engaging role to play than other options for players removed from the round. 5 - Who doesn't love a morph. Morph is most amusing quasi-antag.
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Welcome. I've seen you around a few times. Those chemicals sound fierce - we'll have to test them against the trusty banana skin in the corridors sometime!
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SS13 Related MSPaint Comics to Assault your Eyes
Biffthegreat replied to Piccione's topic in Graphics Section
Really made me laugh. More music record ones! -
Sad to see this divide into two camps: "Do it yourself" VS "Put it as literal character objectives" Surely there is a compromise? Perhaps this could be an opportunity for the HoP? If the Civilian or Assistant is not able to think of their own task the HoP should assign something to them. Perhaps there could be a list of tasks (a book even) in the HoP office with tasks to do. (I am here inspired by my workplace which has a "to-do-list-book") If there was a book in HoP office assistants/civilians/buisnessmen could ask the Hop for a task. OR better yet - a vacancies waiting room (that useless one above HoP) with books or leaflets on various kinds of tasks available. Example tasks could include: Repair the old bar Provide the Chef with a Sushi Aquarium Repair the Diner Set up your own shop filtering disposal-ed rubbish and re-selling it Build a performance area / boxing ring in the bar Work as a fire warden and ensure all extinguishers are in place Start a DnD group Start a cards group Work as a medbay porter removing SSD characters and keeping the place tidy Visit prisoners and tell them about life on the outside to help their rehabilitation Open a private surgery in the abandoned surgery Build a lounge at escape for departing crew and stock it with drinks Assist the chef in keeping the kitchen clean Build a zoo with monkeys, wolps and the odd vox at escape Help the kitchen by using the food cart to deliver snacks across the station Help the chaplain by ensuring every department and especially every prison cell has a Bible/Holy Text Organize a blood donation drive for charity (medbay) etc etc. This would mean 1 - Tasks would be available to those who are not creative or who might just not think of something (lets be honest, sometimes we don't feel too creative) 2 - HoP could be inventive in assigning non-critical tasks And it does nothing for those who: 3 - come up with their own tasks - Just ask the HoP (if needed) for any (non ridiculous) access As an added bonus (for tator tots) 4 - This would allow RP ways of completing tator objectives. Chef-killing Sushi-suppliers. Blood-driving vampires. Cmo mugging hospital porters. And so on. And a double bonus: 5 - It would allow those who suggest new roles to "try it out".
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Clown Planet lore (make it up!)
Biffthegreat replied to Malphystoh's topic in HONKers United's Topics
An excellent speech Honkrade! Reminds me of one from one of Giggles' ancestors: " Now is the winter of our honkcontent Made glorious summer by this sun of Honk; And all the clouds that lour'd upon our honk In the deepest bosom of space belied. Now are our brows bound with victorious slips; Our bruised arms hung up for monuments; Our stern alarums changed to merry meetings, Our dreadful marches to squeaking measures. Grim-slippaged war hath smooth'd his wrinkled horn; And now, instead of mounting stolen janicarts To fright the souls of fearful baldies, He capers nimbly in the captain's chamber To the lascivious pleasing of a horn. But I, that am not shaped for sportive tricks, Nor made to court an amorous looking-glass; I, that am rudely stamp'd, and want love's majesty To strut before a wanton ambling mime; I, that am curtail'd of this fair proportion, Cheated of feature by dissembling nature, Deformed, honkfinish'd, sent before my time Into this breathing space, scarce half made up, And that so lamely and unfashionable That vulps bark at me as I halt by them; Why, I, in this weak piping time of peace, Have no delight to pass away the time, Unless to spy my shadow in the sun And descant on mine own deformity: And therefore, since I cannot prove a hero, To entertain these fair well-spoken shifts, I am determined to prove a villain And hate the idle habits of these eves. Pranks have I laid, inductions dangerous, By drunken prophecies, libels and dreams, To set my Captain and the HoS In deadly hate the one against the other: And if the Condom be as true and just As I am subtle, false and treacherous, This day should Captain closely be honk'd up, About a prophecy, which says that 'CC' Of Captain's heirs the murderer shall be. Dive, thoughts, down to my soul: here Captain comes. Ready the skins. Earl Giggles the Third -
What if the role of brig technician was instead changed away from engineering to a more caretaker role. Add: In addition to basic tools for minor damage. Add Janitorial equipment, lights and to keep the brig clean, and neat. As well as cleaning up any blood and removing corpses and SSD. This would be more roleplay based, cleaning up messes and replacing lights, as well as encouraging sec to properly process evidence to keep rooms clear and clean. Remove: Engineering access to stop powergaming (simple tools only in a closet in sec). In this way its sort of a brig specific engi-janitor hybrid. Because engineering/janitor rarely fix the minor issues in the Brig and it can be frustrating for them with lack of access and busy security.
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The Circus is in town! I'd like to note beforehand that I'd be happy to try and develop some of the code for this myself but I'm just running some ideas past people to see if this is the sort of thing or things that are of interes (because there's no point doing that work if its of no interest). So this post will contain a number of ideas some of which are probably rubbish and all of which could be improved. Why? It'd be nice for there to be more active role play jobs and would give people something to do or interact with when the station is busy. These sillinesses would help keep crew entertained rather than causing trouble, increase interactive roleplay. New Role Fortune Teller Another goof-off role akin to the barber of no real use to the station. To add to role play and make crew laugh. Wander around with useless crystal ball, lucky heather, "healing crystals", a lucky Tajara foot and some Spacestation Themed "Tarot cards". Purpose: waste karma, make bad predictions, tell the captain he has a curse and so on. "solve" mysteries and murders by asking the crystal ball. Hypnotist Another goof-off role akin to the barber of no real use to the station. Engage in constructive roleplay and make dialogue on station more entertaining. Try to persuade the psychologist you can cure people. Purpose: waste karma, make try to persuade people to cluck like a chicken. Wave a monacle. One Man Band Another goof-off role akin to the barber of no real use to the station. keep the crew musically entertained. Purpose: waste karma, play all the instruments at once. Especially the drum on your back. Contortionist Another goof-off role akin to the barber of no real use to the station. The jumpsuit already exists but it would probably be gamey or something. Would need some sort of handicap or something. Mapping Combine mime and clown office into a singular circus office with more equipment to encourage actual japes and jokes not just slip-and-shit nonsense. Items Cardboard, Snap pops, carboard tubes to a combined office. Musical instruments - accordian especially. Human Cannon For the clown. Helmet advised. Works best when emagged. Unicycle For any personnel A Hoop Persuade crew to flip through it. Or flip through it yourself. Magic Set A briefcase with a flower cane, a top hat that you can put items in. Hankercheifs you can attach as accessories. A Giant Fake Cake Deliver to the bridge and burst out of this with a honk (not an esword). Monkey Cubes Needs no explanation A Fake Poo Needs no explanation Do not emag Itching Powder Bottle For when you have an itch that you just can't scratch A copy of Atlas Shrugged Needs no explanation Custard Pies Needs no explanation A fake cluwne costume Because that couldn't go wrong ever, could it? I decided to suggest some of these ideas which I'll be happy to do the work for if people like because (1) I'm getting too much Karma and nothing to spend it on (2) most clowns and mimes are shit (3) sometimes I join a round and have to play something unFUNNY and (4) honk
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Hello Paradise. I've played SS13 for some time and really enjoying Paradise station. I play mostly clown (Giggles) and mime (Hushie) and occasionally when I have to put up with a human name I play as Bogolyubov1, usually as chaplain or barber but occasionally as the least robust security officer ever. I always try to develop my own jokes or modify existing classics to the world of SS13 and am always looking for material or topics that need to be pun-ished. 1if you get both the chess and the chaplain reference you're a nerd