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Everything posted by TheYeetster
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New Karma Unlock - Custom Ghost Role Characters
TheYeetster replied to Veterankyl's topic in Suggestions
I'm pretty sure there is a mirror in the SSB, In the bathroom area. -
Move the Syndicate Jail to the Syndicate Research Outpost.
TheYeetster replied to TheYeetster's topic in Suggestions
I see the problems now. Thank you, I was confused calling it the SRO, infact I mean the SSB. This idea does go against the OOC purpose and IC reasoning for the base being there. Also after finding the Syndicate Scientist wiki entry, I think it does make it more special having it secret and occasionally capturing someone rather than regularly interacting with crew. Quick question, when tracker implanted crew go to the syndicate jail what prevents them being teleported to? I would assume its something to do with Z1? Thanks for listening. *flip -
Move the Syndicate Jail to the Syndicate Research Outpost.
TheYeetster posted a topic in Suggestions
Tagging @Kyet because he made the Syndicate Research Outpost, and was wondering what his vision for the Syndicate Research Outpost is. What: Maybe its just because the SRO is new, but currently the SRO seems to have little interaction with other people in the SRO. Often ghosts spawn in, either practice making death chems, help traitors on the console or get into a massive Donk Soft guns battle (which is all well and good), but it would be interesting if there was some more low impact RP. That is why I think it would be a cool addition to move the syndicate jail into the Syndicate Research Outpost. Why? When Syndicate contractors abduct people, the abductees just sit in a cell. It would be more enjoyable/interesting if there was some interaction that abductees could have rather than solitary confinement, and this would also be interesting for the researchers. The syndicate research base is the perfect opportunity for some low impact RP. I think it would be cool if the researchers had some way to torture abductees for information, using chemicals, botany plants or viruses. I'm slightly worried about people being killed or irreparably mutilated. Maybe the Syndicate Researches could be given some incentive not break prisoners too badly. (need ideas here) How? RP wise it would look like this: Syndicate researches are, along with their other research, researching new interrogation tactics / torture techniques. S.R.O. Scientists have torture implants / tracker implants, that at the request of request of syndicate contractors could be implanted. Syndicate Researchers would also get to interrogate and torture abducted crew for information, take blood samples, experiment on the abductees for a few minutes. Then return them when CC pays the ransom. Ahhh too much! If this is too much for the SRO, It could be toned down to just an interrogation cell with no torture, but it might loose that research aspect. If this is case it might be interesting to add a syndicate warden, who would watch and interrogate prisoners. The warden would also oversee the syndicate armory. -
Giving the Psychiatrist the hability to do hypnosis
TheYeetster replied to diegorusten's topic in Suggestions
Interesting, I had a similar idea, but maybe it could be worked into this, Have the psychiatrist be able to cure people of their addictions with an action button, maybe remove addiction could also be another button or a random effect? -
Reach the highest number without an admin posting
TheYeetster replied to Mrs Dobbins's topic in Civilian's Days
Six! -
I have made a post regarding lore here Basically add a lore section where people can collaborate on lore that isn't wiki-development so its more focused on lore, and I just realized this is not the 1st survey question discussion where lore was talked about...
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I was being demoted because I got mailed to the captain office and popped out with laser tag guns and shot him a bunch, so I prayed Honk mother help me I am being demoted because I pranked the captain. get teleported to arrivals security was chasing me, Honk Mother blesses me with a bunch of honk grenades and space lube grenades I ran away, got caught again Honk Mother helps me reach critical mass, while pranking security the whole time.
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Good idea, I support this.
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After speaking with a few people, this idea would be very cool but hard to implement... (maybe someday if a coder is bored? hmm?) A more realistic option would be to have CC send a message that the station goal is to build another station on the engineering construction site , have the HOP or admins open up ~50 engineer slots and ~25 atmos slots, with the eventual goal of moving the entire N.S.S. cyberiad onto the construction site. Cargo will need a lot of points to order materials, so they should have a boost at round start. If things get bogged down by mining and research not making enough points, admins should give them more points through out the round. Station goal: Construct another station on the construction site directly east of the engineering outpost.
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Name of Event:Construction Mania One Sentence Description: Everyone comes together to build a station. Map Changes: Yes(but limited) delete the Nss Cyberaid, add a small cargo and arrivals shuttle bay area and fill the map with lattice Code Changes: Yes (but limited) Cargo has infinite points and people spawn with hard suits, oxygen, tools and metal and glass. Suggested Number of Players: High pop Full Description of Event: "Nanotrasen has hired you on as part of their station construction crew, build a new station." Or alternatively "Nanotrasen has decided that the NSS cybernaid is outdated and a new station should be constructed." The new map should contain a cargo shuttle with infinite points and and an arrivals shuttle that leads to a giant lattice structure. Everyone spawns with an engineering hard suit, oxygen, tools, metal and glass The layout should turn into an awful mess of everyone's creative input. A theme or purpose could be added to the station such as, Build a mining station, defense station, research station or galactic hotel. (welcome to suggestions here) Random events like radiation should be toned down until at least 30 minutes into the round where people can hide in maint, but aggressive carp attacking a construction crew would be funny. I recognize that not all people want to play engineering so if the round was extended perhaps people could play the job they really wanted to play, So first they build a bar and then bartend, same with science. At the end of the round perhaps the map could be saved and turned into a space ruin. Anything and everything is up for change I would really love to see this played out. So if there is something you would change to make it more palatable please tell.
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Reach the highest number without a MENTOR posting
TheYeetster replied to Trololiver112's topic in Civilian's Days
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