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Mr.Smooooth

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Grey Tider

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  1. Hell, breathing through internals or a gas mask such as the Sec mask or plague doctor mask should prevent vomit. If you're using your internal air or filter, you can't smell the corpse.
  2. ello chums. I'm Mr. Smooooth, and I figured I may as well post an introduction thread because why not. I've been playing a multitude of characters on the server, but I typically stick to these two. Duncan Allbright: Usually found in the cargo department, this venerable old man has seen it all, and lost a few parts along the way. He's certain he's been cloned due to spontaneous missing limb regrowth, and runs Cargonia as God Emperor QM with a fair, but Iron fist. He is not Quick to anger, but do not fudge his papers, or he will get nasty. He's hated nymphs ever since one ate his hand. Gestalt UNION: The result of sticking 24 AI constructs in a single body, UNION has found himself working in security, and with a very black and white opinion of space law, its not hard for all of him to agree on a course of action. UNION can be seen charging into harms way to save all of the crew he can, or just harmabatoning a nymph accused of stealing a screwdriver. As for me, well, I think this sums it up nicely:
  3. I don't robust nymphs on sight, but if I see you outside botany, and you are doing anything vaguely antagonistic to anyone, I will incapacitate you and flush you out the nearest convenient airlock, incinerate you, run you though a gibber, shove you in a washing machine, or otherwise fuck your shit up. I've been griefed by nymphs enough times to take an IC standpoint that they are pest animals and removing the infestation is a public service. I also warn any grown Diona or botanists directly afterwards to keep them better in control. I may be one of the most extreme anti-nymph players on the station. I've gotten some flak for my position, but I can't say I don't feel justified. That nymph dragging a sick man to medbay, alright you're cool. That one running around with the barkeep's shotty, or breaking into the armory, you gonna get rekd. Past experience dictates that nymphs will steal anything not bolted to the floor, and kill you if convenient for fun and profit.
  4. Recently in game, a bunch of suggestions were brainstormed to help improve customs. One of the admins put it best with(Paraphrased): "I love customs because it keeps bad players in arrivals, I hate customs because it keeps good players in arrivals" I coulden't agree more, trying to do the job right leads to long lines and alot of frustration from the officer, admins and players. So many people treat circumventing and griefing customs as acceptable because of this, and it is a situation that needs to improve. I've taken the time to post them here so they can be discussed. Hopefully one or more of these is used to help streamline the customs experience and help both customs officers and others have a smoother experience at the checkpoint. 1: Have two customs officers. Customs manpower is extremely lacking. customs cannot count on security for regular support Sometimes they're there in force, other times nobody comes at all. By having two officials, one can man the checkpoint at all times while the other inspects arrivals for hidden doors, helps with detaining, distributes entry forms and keeps the grey tide in control. 2: Add a disposals chute that leads to the line. By this I mean make a disposals pipe that dispenses any forms to anyone waiting outside the checkpoint. This allows the Customs Officer to run a small gimmick, and also prevents slowdown from this gimmick, as players are given the form to fill while they wait. 3: Modify the detainment cells so that prisoners can be ejected back on the outside of customs when their time is up. A simple redesign of the two cells there can help customs by putting those detained outside automatically, after brig timers are up, all it needs is doors on the other side that can unbolt when the timer is up. Flashers can prevent grey tide from breaking though them.
  5. The deck of cards in the game is already particularly robust, so why not build on that. An interesting way to use these is an actual gambling system in the game. My suggestion involves a few minor tweaks and additions, that should make this actually possible. First, the Token Dispenser: This is a constructed item, made of simple metal. This item has two functions. It converts credits from your bank, into tokens, which stack in your inventory. You can stack as many tokens as you want, and even divide stacks apart. These are essentially poker chips like you see at casinos. The token dispenser can also convert the tokens back into credits, automatically placed in your account. One could start in the bar. After that, add a shuffle verb to the Deck of cards, and the Syndie cards, and we can gamble on the station. Texas Hold em every Friday in the bar.
  6. I would have to agree. Machine people logically should not have any biological functions, including healing, or response to disease or medicine, or poison for that matter. At the risk of making machine people a straight upgrade to human players, perhaps their skills and abilities should be re-evaluated. I think losing out on that natural healing is a big loss, but being unaffected by anything based on organics could turn them into borgs without laws.
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