-
Posts
61 -
Joined
-
Last visited
Everything posted by Index
-
-
NANOTRASEN SCIENCE STATION CYBERIAD INTERNAL INVESTIGATION REPORT Type of Report: Shift Duty Report Time of occurrence: 17:24 EST 1/10/2563 Investigating Agent: Human Resources Agent Anderson Smith Summary of Report: Acting Command Structure found to be highly incapable of the duties required and resistant to oversight. Security Force found to be highly incapable of and understaffed for the duties required. Janitorial Staff found to be highly incapable of the duties required. Engineering Staff under-staffed for the duties required. Report Body: Events listed chronologically: HoP [REDACTED] Appointed Acting Captain. HoP [REDACTED] appears resistant to official oversight of her actions as acting captain. Janitorial staff appear unwilling to work, Security lobby and both bridge entries are coated in large quantities of blood for an extended period of time. Bomb explodes in Medbay, Cryos primarily affected; Medbay in general damaged. Non-Detailed Captain [REDACTED] arrives on NSS Cyberiad. Engineering crew-member [REDACTED] appeals directly to captain skipping chain of command requesting evac due to lack of ability to repair station, only damage thus far is aforementioned damage to Medbay. Security appears to have no credible leads on bombing suspect. Captain [REDACTED] calls for evac with no attempted restorative action taken. Captain [REDACTED] advised by HRA to attempt restorative action before abandoning the station; Unheeded. Multiple more bombs destroy significant other parts of the station. Situtation no longer controllable by command staff, evac recommended. Captain [REDACTED] sheltered in arrivals escape pods, preventing early departure despite bomb risk in and around departures. Captain [REDACTED] decided to abandon arrivals pods with less than 1 minute until departure to attempt a now ill-advised early-launch authorization. Signature: Anderson Smith
-
A very very expensive addiction, do cocaine instead, it's cheaper and both are about equally as bad for your mental health.
-
I'd like to quash right now this thought that private servers with modified game conditions are a bad thing. Would I want to play on one? Depends, any amount of pay-to-win? Then no, but if the private hive is otherwise fine, it's a good way to have one char to play with friends and one to play solo for instance, and if the private hive makes the game more fun for you without compromising other people on the server (through aforementioned pay-to-win bullshit) then even more power to it. That isn't to say these hives can't be run poorly. Regen is right about admin abuse being pathetic, but that isn't a problem with private hives as a whole, just with some who have bad management.
-
Sid Meier's Civilization: Beyond Earth - Looks Awesome!
Index replied to Radman2307's topic in Other Entertainment
Oh I know, I can't wait, I've always loved the Civ games and my favorite genre is sci-fi, so I'm very excited. Thanks for the live-stream link. -
Very very lag-prohibitive.
-
As someone who has committed to the codebase (although only very slightly) it's very hard to motivate yourself to fix someone else's code, even more so for parts of the game you don't use/don't care about. Anyone who has the stomach for bug-fixing other people's code I invite you to please help with the bug fixes, otherwise just let us know they exist and stop harping on about them. On-topic: I would like to see Internal Affairs have the power they need to actually function in a meaningful way. I would also like to see space become the hostile environment it should be.
-
Every time you want to switch maps you need to recompile, and that would be annoying, it doesn't take very long, but cant be easily automated.
-
I got into DayZ back when it was just barely a mod even, and have played it off and on since then, although I have migrated to the standalone. However, I don't play very often because the game is about 1000x better with some people to run with, but even if I joined a clan or something to get people to play with I would still play pretty infrequently, so normally I just don't even bother. Long story short- I normally only play when other people I know ask me to.
-
Nice guide, very well presented and informative. I would, however, clarify that the scaling option you want to use to avoid making the image blurry is called 'Nearest Neighbor'. If you use Paint.NET (which I highly recommend) the resizing menu will look like this; select the red and black outlined option.
-
Forgot I posted this within the rollback's timeframe: "Idea withdrawn despite voting favor due to valid admin concerns."
-
No to the rib thing. You do lose some when you give off infra-red radiation, but assuming you are even remotely close (as in close in space-terms) to a star you are going to gain more than you lose. Maybe it was once upon a time, but not anymore. The atmo-code ZAS is very embedded in the code and is based around realistic simulation, making space react as if it were cold would not be easy to do robustly.
-
Space shouldn't feel cold (or even act cold), the concept of temperature taught below a university level is an incomplete concept. Temperature is the average energy in the particles of a given area (even this definition is not very complete, but will work for this explanation, a more complete definiton would require the use of the other 'e-word'), and requires particles to interact with one another to transfer this energy. Heating something up is transferring some of your own energy to some other object, which leaves you will less energy, which "cools" you. In a vacuum like space however there are very very few particles to interact with, which means no temperature changes. There are exceptions of course, close by suns will put out a lot of highly energized particles (Photons: visible light, infrared radiation and UV for example); think about how when you sit in the sun you can feel it's warmth, that is the sun's photons hitting you heating you up. Depending on how close to the sun you are, direct UV irradiation, as you would get in space which lacks atmosphere to reduce the sun's particle intensity, can give you one hell of a sunburn for example.
-
I was thinking about this and I have to say: I agree with Streaky, the problem isn't how bad a ruptured lung is, it's how easy they are to get. And further I agree with Grizdale in that a human should probably not rupture a lung in low kpa if they have little to no air in their lungs. But there are times ruptures should be possible. Such as during a High kPa situation or when you are in low kPa with a normal pressure internal filling your lungs. So I coded this and tested it out and liked it, I will probably submit it for a pull request on the git, but Space needs a reason to be more dangerous if I do, good news is I have a few ideas on how to solve this issue.
-
Good Game, best route = Shizune's, that is all.
-
I think you make a fair point, but I think it's moot if people don't enjoy the round-type, and I see a lot of complaints about blob. I actually don't mind blob as it is, but it seems to me every time we play a blob round people are saying how much they hate it, hence my offer to help change it without eliminating the feeling of blob, because I actually do like the feeling of blob rounds. As far as spacing those who eat too much, a fix is make it possible to test a person for blob.
-
I think "Remove the Gygax, add more boxes of flashbangs to redalert armory." makes the most sense, and will have an impact in every round type and so makes the most sense as a fix. And I do support fixing it. Want a mech before gamma? Get robotics working I say.
-
I'll note that I was working as a QM the other day, and received skeletons (from the morgue) through the disposals system because the morgue was full, so maybe if it was a dedicated job they could take the time to bring them to the chapel/have the chaplain come pick them up, some of my underlings were upset that I was just sending them to the disposals mass driver (we were busy and I didn't want them lying about in the disposals checking room ).
-
While the yes votes outweigh the no votes, I'd like to hear why you voted no if you did so. So please, if you disagree with the proposed changes, let me know why.
-
So I have noticed a lot of people seem upset with the blob round-type. I think that while the blobs current implementation is a little out of whack and hard to balance the idea is a cool solid premise. That being said I have a few changes in mind, that I think could make the blob more interesting as a game-type, while maintaining the blob feeling. I could potentially code this myself, but before I do I'd like to know the communities opinion's on it, to see if the change would even be wanted by the people who would be playing this game-type. The primary idea is that a blob round would now be split into two phases. First Phase Starts at the round start, player(s) are assigned to be a blob and must find a place to blob as per normal, however the time it takes to transform into a blob is greatly increased, but the station is informed, either via global announcement or the Centcom Summary Sheet, that an unknown crewman, or crewmen, is/are infected with a blob parasite and that the station is under quarantine and the crewman/crewmen must be found and cremated. This happens when blue alert is announced. During this time the infected feel compelled by their blob parasite to eat as much as possible (including people if they can, any type of organic matter really) and they also feel a compulsion to avoid letting others know they are infected. Second Phase Starts after a set amount of time that varies from round to round by a little to keep spawn time a little unpredictable, any infected that have not been cremated now transform into the blob as per normal (NO announcement is made to the crew), but the blob players gain bonus starting resources proportional to how much they were able to eat during the first phase. I feel these changes would really help to fix the issues with blob rounds, where it's just: 'OMG BLOB MUST FIND AND KILL' as soon as blob is announced. This also gives the coders and developers more levers to tweak to keep the game balanced (e.g. how many extra resources are gained per food unit, how long the crew has to find the blobs BEFORE they transform, etc.) Please leave a vote on the poll and comment about anything specific you have a question/concern/suggestion about. I will takes votes for one week before I decide to start working on this or not. (Depending on how many people voted, and how they voted)
-
According to an Admin source, IA agents are already loyalty implanted, so that particular IA agent was out of his/her RP bounds anyways. On a more general note- going through the X-Ray machine is a sure death without treatment, and medical should alert sec to any crew-member that is being treated for radiation poisoning if the station hasn't passed through a natural band. I find the isolation rooms near the aft portion of Medbay a good place to keep people who need to be treated but also need to be held for security.
-
Was going to avoid posting in here, but fuck it. And damn Regens, you and I have pretty similar tastes. Clannad + after story, melancholy of haruhi suzumiya + disappearance (Just never seen them), Index (+Railgun although I do like Index more), Angel Beats and Kyoukai no Kanata. Although my favorite anime has to be Toradora!
-
I have this exact same problem. I do pretty frequently run the grinder but I can never get at the stacked glass, etc. The other day I had to free a sec officer who got stuck back there, but I have no idea how he got there (both he and I were to busy for me to ask, and my being a borg it would not have been very in character, at least for my borg), he wasn't even hurt or anything, and to get him out we had to break some glass wall, so not exactly an option normally.
-
I like this idea a lot, and this job would probably enter my main rotation, further cementing the 'cargo' jobs as my favorite.
-
Agreed, would LOVE to see money be an important part of the game, hell even part of the game at all, but the pin and ID system is not nearly robust enough to support this, Simplify EFTPOS by tying everything to your ID and you're looking at a potential transaction revolution, it worked in real life. Bonus points if the various departments got a departmental budget (initial money and then some more every X minutes) and this could be used in cargonia instead of the arbitrary supply points system. Botany wants a cow crate? They wire over $100 to the cargo account and then the cargo tech/QM orders the cow crate that costs $80. Botany get's their cows, and cargo makes some money, everyone's happy.