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Everything posted by Leanfrog
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How dare you steal my guide you absolute fiend! Good guide
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Another possible idea, as the name implies Flagellant robes, the user should have to deal with some other negative effect than just increased damage, maybe a passive health drain that grows if you don't commit self harm of some sort? Another idea, the armor could inverse the slowdown at low health, so instead of being super slow and easy to hit, you become speed.
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Second this, leader role should be elected so that way some rando who hasn't actually played cult once in his life isn't randomly selected because he's played for a while. Would also be something someone could look forwards to, finally being knowledgeable enough to take up the role of cult leader.
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Agree on this, though IMO rather than being randomly assigned I think it should be something the cult chooses after the round starts
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(Yes this is lots of mapping and code work I know, but it's simply a suggestion that could be PR'd or implemented at a later date) The Concept For the most part this suggestion is a rip from the game Hardspace Shipbreaker, in Hardspace you play as a massively indebted Shipbreaker, as the name implies your job is to dismantle star ships depositing various ship components and parts in the correct places all the while dealing with the various hazards that come with taking apart a ship rated for interstellar travel. The Details The new job would be based out of an extension of the brig which currently has a large amount of empty space to its north, it would function as a quasi prisoner role. The extension would be a salvage bay with machinery that can process the salvaged ship components into raw ores as well as a small prep room with a handful of budget EVA suits. Ships would be generated from various "modules" that are pieced together to create a proper ship, with a rare chance for one of a few pre-made alien ships. Ships would have various components ranging from experimental bluespace drives to simple steel plating and have various hazards ranging from, explosive coolant release to reactor meltdown. Certain modules could contain more interesting items that may or may not be illegal, to prevent another Lavaland situation there would be a contraband detector at the main entry port, traitors could buy a job specific pouch that can conceal any one item from the scanner while fitting in your pocket at a price cheaper than a storage implant, storage implants would serve the same purpose while maintaining their current state. The Reason We're sorely in need of more jobs, this would be something unique and interesting that would also create a safeish place to work with and understand more advanced systems like atmos that wouldn't directly impact the station. While yes this would be quite a large task code and mapping wise, I for one think this would be a worthwhile addition to the server that would be enjoyable for a broad spectrum of players as well as add in a quasi-prisoner role that has been suggested a number of times before.
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Syndicate Item purchase stats: The Return
Leanfrog replied to Qwertytoforty's topic in General Discussion
Let's be honest the vast majority of the job exclusive items are absolutely awful or too niche/borderline rule break to really be used, a while back I was trying to think of what could be done with Cruciatus but I couldn't think of anything that wouldn't be too good or useful -
Reach the highest number without a MENTOR posting
Leanfrog replied to Trololiver112's topic in Civilian's Days
delet this -
I like this idea but IMO science and botany are both incredibly powerful in the right hands, this would pretty much be merging them into one super job that can manage any threat or become a threat bigger than any other
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As the title suggests, this is a proposal for a rework to Slime People, this is not a full rework but more so a change to their primary trait, currently I'd consider that just not having bones, my suggestion is this. Remove the nobones trait and replace it with a sort of hyper regenerative tendency, Slime People will now suffer from increased hunger usage and actual damage from being starved but have very slight innate organ healing, they will also have the ability to mend internal damage and wounds at the cost of food, their ability to regrow limbs would be retained but the cost would be increased from its usual amount, the amount of healing for wounds would be roughly the same as Saline Glucose, mending internal damage would cost the same amount of hunger as regrowing a limb and take roughly 1.25x longer than limb regrowth, and the organ healing would be at roughly 0.25 organ health per cycle. This means Slime People will be able to suffer from broken bones again but won't suffer from the injury forever, it also adds a much more unique factor to the race that helps make it more than just human but... Overall I feel like this would make for an interesting change to the species and would theoretically be a slight nerf as having bones is a major factor for combat in most if not all situations.
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Reach the highest number without a MENTOR posting
Leanfrog replied to Trololiver112's topic in Civilian's Days
Hmm, what's that I smell? The salty tears of being reset to the beginning? My favorite! -
Name of Event: SATURDAY NIGHT TERROR: The Monster Of The Maintenence Tunnels One Sentence Description: A bizarre humanoid creature has taken up residence in the maintenance tunnels of the Cyberiad, will the crew be able to defeat this horrific creature? Map Changes: No Code Changes: No Suggested Number of Players: Any, preferably low/mid pop to prevent it ending before it begins Full Description of Event: A human is spawned nude and has their lower body and legs removed, they are then given an infinite amount of the chem Stimulants to let them move, they are also equipped with a glare sort of ability, preferably one that knocks the victim unconscious as well as matter eater and a moderate boost to their base speed to counteract not having legs, the creature is then given a goal to capture and consume the legs and lower body of anyone they can. Victims become another instance of the creature with the ultimate goal of converting the entire station, more initial creatures could be spawned depending on the station pop to give them an edge in expanding. The crew are obviously tasked with eliminating the creatures, this can be done by killing the originals and either giving the "offspring" new limbs or just killing them. After about 25 people are converted and active a paranormal ERT will be deployed with additional medical support to assist with restoring the converted crew to their normal form. EDIT If the monster converting crew is too much to handle then it can simply start with a few more monsters that are overall stronger, such as instead of using stimulants they could be dosed up on adminorazine or innately having the hulk gene, they could also be given more powerful AOE abilities to make them harder to just gun down.
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Reach the highest number without a MENTOR posting
Leanfrog replied to Trololiver112's topic in Civilian's Days
Resetti spaghetti -
Reach the highest number without a MENTOR posting
Leanfrog replied to Trololiver112's topic in Civilian's Days
My time is now, embrace the resetti spaghetti, your count is now 0 -
The round started as usual, Lumpy had spawned in as a miner and had just come back from his first mining trip, he was at R&D waiting his turn in line. Stood next to him was Kar-Ski, little did he know they would be his salvation. When suddenly, the input controller broke, yes the one that handles what people press on their keyboards to do things. Everyone became frozen in place unable to move only able to talk and look around. When Lumpy devised a plan to rise above the rest and become the new most powerful entity on the station. He looked Kar-Ski in the eyes, they knew what to do as well. They grabbed each other and pushed each other down the halls. They were moving at near mach speeds zooming past the bridge where the AI was flaunting its power to move as well. The duo reached arrivals where there was a sudden outbreak of space vines. Being unable to move normally the duo decided to flee the area. Then the round ended via admin restart. And this was the tale of when the input controller broke and the duo became the two most powerful beings on the station.
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So, the Syndicate hired you to go on a suicide mission to blow up a space station, now what? Well, fortunately for you this guide is for you. Starting Off So, you just spawned in with your teammates, you might want to greet them to get a feel of how experienced they are, once you've done that depending on whether or not you're the commander you may want to ask your team if they want to declare war or not (this guide is mostly focused on war ops but I will touch on the other options briefly). You will want to make this decision carefully as this will heavily influence the direction of your mission. DO NOTE War is the most difficult option available to you and will likely result in your death if you go in unprepared or inexperienced stick with your team and ask for help when you need it, the rest of your team is counting on you to not balls it up. Declaring war on the station will greatly increase your available TC, you will receive roughly 3 TC for every crew member, however you will be unable to launch your shuttle until 20 minutes into the round, the crew WILL have lots of time to arm themselves via cargo however you have roughly 10 minutes to declare war before you can no longer declare, you can use this to your advantage by waiting until just before declaring war leaving the crew with only 10 minutes to prepare greatly reducing the amount of weapons they can buy. So, you went with war, alright this is gonna be difficult for you but it will be fun, head to the south east as there will be a handful of lockers with some very basic equipment in them, grab your belt, goggles and spare clip, you won't need the rest of the stuff in there for war. Getting your gear Now this is arguably the most important part of your mission, your equipment will define what role you're taking on in the team and how well you can deal with the threat of the crew, the crew will almost certainly be heavily equipped with shotguns armor and all sorts of dangerous weaponry. I could list all of the items and their use here but that would make this guide about the length of a scientific research article so I'll just cover some of the noteworthy items available to you. All the items available to you can be found here: https://www.paradisestation.org/wiki/index.php/Nuclear_Agent_Items do note that you also have near total access to everything from a standard operative's uplink. Esword/Dsword This is a near essential part of any Nukie's kit it provides near unparalleled defense and great offense at the same time, having the standard esword active will grant an innate 50% block chance for all attacks and deals a whopping 30 damage per hit, while a dsword will grant total immunity to energy weapons and a 75% block chance for all other attacks, the weapon isn't impervious however as there are a handful of things it cannot block, in particular, thrown objects, they will ignore your block chance and certain things can even embed or stun you. Cryptographic Sequencer (Emag) Another essential tool in a Nukie's loadout, this will effectively grant you all access and allow you to mess with a few things the crew may want to keep around. Do note that if you emag a door that is currently bolted it will remain bolted after being emagged and seal an area off unless the door is destroyed. Elite Syndicate Hardsuit Now, this is a bit of personal opinion but the standard blood red hardsuit is just awful, the elite hardsuit however is an excellent piece of equipment, at a tiny 8 TC you can get a full body suit of armor that is fireproof, grants a whopping 60 brute,60 bullet,50 laser,25 burn protection, considering the crew is primarily armed with shotguns and auto rifles the bullet and brute armor is huge. Shielded Syndicate Hardsuit This is just as effective as the elite hardsuit but with some different abilities, the suit shares the exact same armor values as a standard blood red hardsuit, however, the suit has a rechargeable shield that blocks ANY 4 hits entirely, this hardsuit is better suited to shorter engagements as the sustained fire from the crew will wear down your shields leaving you vulnerable. Syndicate Sniper Rifle This is one hell of a gun, at a surprisingly cheap price of only 16 TC this weapon does utterly insane amounts of damage per shot, however you shouldn't be aiming for the body with this beast, shooting someone in the head will instantly kill them regardless of headwear (unless they're an IPC) and completely prevent them from being revived if the fight goes on long enough, it also comes equipped with a scope allowing for quick and easy kills, it is important to note this weapon's very low fire rate and low ammo capacity of 6 shots, this weapon can also be equipped with fearsome penetrator rounds that pierce through walls and people, combined with an xray implant this becomes an even more fearsome gun capable of taking out heavily fortified areas with just a few shots . Any Of The Various Bundle Items These are almost always worth the price as well as giving you a syndicate duffelbag, they are larger than your starter backpack and have no slowdown. Medibeam Gun This is an amazing option for support of your team as it allows you to heal large amounts of damage quickly and even mend broken bones, do note that this item has to be in your active hand to function, and if multiple people on your team are using one DO NOT CROSS THE BEAMS, it will create a rather devastating explosion that will almost certainly result in the death of you and any nearby operatives. Alright, enough about the items on to the assault itself. Pre-Station Targets There are a small handful of targets you may want to take out before heading to the station proper, destroying tcomms will take away the vital communication that the crew needs while still leaving you with your own comms, you may also want to destroy the AI, if the AI is a big dumb dumb they won't have moved their core to a more secure location, this is great for you, the AI can be a right pain if left to its own devices. The Station Raid Here it is, what you've been waiting for, the raid on the station itself. Your one and only goal is to get the nuclear auth disk, arm your nuke and escape alive, you will always know a general direction of the nuke disk thanks to your pinpointer which you should turn on, it will be located in your PDA slot and will point you towards the disk. Get you and your teammates into the airlock, turn on your internals and jetpack, once you exit the shuttle MAKE SURE TO CLOSE THE BLAST DOORS, there will be a little button just to the left of the door that will close the blast doors and seal out any snoopers looking to mess with your ship. If you go down or get stunned and don't have teammates to back you up, manually detonate your microbomb implant, this can be done by clicking the button in the top left or if you're in crit and unconcious typing "succumb" into the bottom bar of your screen will make you die instantly and activate your bomb implant. The crew will likely have made many fortifications across the station, this can be good and bad, you'll be killing lots and lots of people, don't get caught up in your bloodlust however, many nukies fail to remain on task and this is where they fall, you'll want to be in and out as fast as possible, once you (hopefully) take down the Captain you'll want to take their body to safe location, then strip their body and search their bags for the nuke disk. Once you have the disk head back to your ship and get the nuke out, bring the nuke to a secure location on station, preferably away from space, right click on the nuke and deploy the bolts, insert the disk and open your notes, the nuke code will be stored in there, input the code, arm the nuke, take the disk out so the crew cannot disarm the nuke and GTFO, get back to your shuttle, try to take as many operatives with you as you can but if you must you can leave the rest behind. Hoping all goes well and the crew doesn't get the nuke off the station before it explodes you will be greeted with a Syndicate Major Victory. CONGRATULATIONS You just pulled off what most fail to do and have likely earned the respect of the ghosts. Other Methods So, you or your commander decided against war, well now you have two options Blitz and Stealth, Blitz is generally the better option of the two, do note that since you haven't declared war you won't have the nice big TC injection war gives, this means you need to be more careful with what you choose for your equipment, the benefit to this strategy is that the crew will be totally unaware until you begin your assault and will not be armed, you'll be able to get in and out quickly with little effort. Stealth on the other hand is a much slower method, with this method you'll more be focused on subversion, sabotage and infiltration. You'll want to ditch a lot of the previously mentioned equipment for other options, most of the equipment you'll want is also available to standard traitors which can be found here : https://www.paradisestation.org/wiki/index.php/Syndicate_Items . If any of you get caught odds are the jig is up and you need to be ready for a fight. Conclusions All in all Nuclear Emergency is an interesting gamemode to say the least, if you follow this guide roughly you'll hopefully lead you and your team to victory and avoid much of the salt that gets directed at the inexperienced. Good luck and remember, GET DAT FUKKEN DISK.
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As the name suggests this is a pouch filled with a number of flasks, the flasks are filled with various dangerous chemicals and will explode into smoke when thrown, the pouch also fits into pockets, and finally the flasks will gradually regenerate over time, the pouch will contain 8 flasks filled with chems ranging from cyanide to initro to heparin as well as a single flask of facid to deal with those wearing masks, generally most of the chems you see under the toxins tab on the wiki. The pouch will additionally come with a magical plague doctor's outfit that shares the same stats as standard wizard robes (It may or may not also be colored green for a nice little reference). Yes, this is memechems for wizards, considering their nature as a highly chaotic faction with only the intent to cause destruction and cause chaos, a pouch of flasks is not that far of a stretch for a wizard faction, the regeneration of flasks is due to the fact that in the case of a prolonged round the wizard will surely use up their entire supply. The ability to keep flasks in pockets also grants the ability to carry multiple pouches at one time for the ability to rely moreso on one's alchemical talents.
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Name: Lumpy Age: 30 Gender: "Male" Race: Slime Person Blood Type: N/A General Occupational Role(s): Anomalist, Surgeon, Station Engineer Biography: Formed on Xarxis 5 in the year 2535 AD, Lumpy lived a relatively quiet life growing up. Began attendance at the University Of Sol in the year 2554, achieved a doctorate in surgical medicine and a bachelor's degree in medicine by the year 2557, continued education in multiple fields in 2558, achieved a Master's Degree in Space Engineering, and a doctorate in the scientific fields of Astrophysics and Bluespace Manipulation by 2561. Nanotrasen talent scouts identified Lumpy's potential value as an employee and was promptly recruited in the year 2561. Assigned to the NSS Cyberiad in the year 2562. Qualifications: Medicinal Qualifications: Surgical License, Medical Doctorate. Scientific Qualifications: Doctorate In Astrophysics. Doctorate In Bluespace Manipulation. Employment Records: Prior employment is undocumented. Security Records: Personnel Photo (Appearance text): A 4'5" green Slime Person, short hair slightly covering the eye, indistinct facial features. Commendations: N/A Reprimands: N/A Other Notes: N/A
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This is why you never press the 3 AIs button, you get 20+ AIs built by a maniacal slime with too much time on their hands.
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Romance 100
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As the title says this suggestion is to remove IB from your extremities (Hands and feet). Yes this is a bit of an idedplsnerf IB (internal bleeding) is a particularly crippling internal injury as it effectively puts you on a timer to death, while yes its effects can be mitigated with iron and saline it becomes basically impossible to cope with the second you get a second instance of it. Having two instances of IB will result in the victim vomiting blood on a very frequent basis, to an untrained eye that doesn't seem that bad, however, vomiting incurs an excessively long stun as well as forcing you to drop whatever you were holding at the time it happens, quite clearly this is utterly debilitating and game ending. Now regardless of where the IB is located in your body it will contribute to vomiting blood, including your hands and feet. The two hardest to protect regions of your character can apply the most damaging and impactful internal wounds, that doesn't seem very fair for combat. Imagine getting shot or stabbed in your hands then you start vomiting so much blood you're physically incapable of doing anything, how much sense does that make, the same applies for getting shot in your feet, it is absurd to think of how that would actually work. So, this was my argument as to why IB shouldn't be able to occur in your hands or feet.
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When I mentioned this map in the wiki development channel on the Discord, Kyet brought up that the HoP doesn't have access to the AI upload, as well the HoP lacks any reason to enter the Vault as they lack any reason to ever be in there, they don't have the NAD for the nuke nor do they have the safe codes for said safe contained within.
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Worth noting, the HoP doesn't actually have access to the AI Upload or Vault, that's something that should be updated, then honestly it'd probably be wiki worthy