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Skysorrow

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Everything posted by Skysorrow

  1. How about all the larva who just go around biting those contained/hugged to death. Makes the larva inside hatch faster, True or false?
  2. Going to preface this as being aware there are similar things in other codebases...I don't really play anywhere else nor look at other wikis, was just random brain moment. Was also requested I come post this idea, a bit more fleshed out by Samman166! The Spy Games Begin It dawned on me a round I was observing in, with three contractors, changlings, at least one hijacker...That there could be room somewhere in there for a more RP oriented, or at the very least, stealth and non-lethal, non-combative side offering much like contractors. The start of it is like any tot. Round start, they may get the choice to go contractor, giving up their TC for a harder start and more objectives to complete...or with this idea, they may become a Spy instead. Doing this would, much as contractor does, give up most, if not all of your TC to start, but provide you with not just extra objectives, but entirely new ones centered around information gathering, minor thefts, and otherwise not causing too much a scene nor drama within the station during the round. If a Spy is caught, unless they've been REALLY bad at their job, or make an ass of themselves, they could potentially get out of the brig with a short sentence instead of an instant perma. This is not an option for people who want a hard-mode, or to get even more TC to help other tots, or any of the like. It's an option for a lower-gear, less conflict and more RP focused pace. They may still help other tots with information, and small acts but...would hardly be equipped on their own to offer more than that. You may end up with a few more TC than you started with, What sort of bonuses, objectives, and the like would a spy be performing? Take a picture with X high value object clearly visible in it (no bigger than a 3x3 photo). Plant a total of # Camera bugs around the station, in at least # different rooms (round start rooms only). Plant # bugs around the station.(or a singular department). Steal # of ID's, they must have valid accounts attached to them. (IE no just making spare IDs, gotta have them linked cash accounts!) Steal # space cash. (Usually requiring either a lot of ID theft, or getting into the accounts terminal) What would be done with these items/cash/ect? They would either need to keep them until the round, escaping....Oooor. Send them out via a "Dead Drop" beacon they would receive. A new item! Exciting! The major component of the Spy situation, much like a contractors baton/PDA...is a unique briefcase and beacon, kept in a smuggler's satchel and best to be hidden somewhere. Most of the photo/money/minor theft items would be placed in the briefcase, and upon use of it, starts a sequence much like opening a portal for contractors...in which they toss the briefcase in or something akin to trading them in for their own TC returns...maybe the TC actually comes back in the briefcase itself! The beacon, on the other hand, is where the briefcase returns to after a quite a period of time, into whatever container the beacon may be in. This works through the smuggler satchel, but still would require it be kept somewhere near a window. All of this must be done near a window to space...say requiring X number of space tiles within sight, for proper connection. An Agent ID, a free encryption key, and potentially some low-cost stealth/infiltration items as well would be their bonus items. Pick Pocket gloves would help a ton. That was the gist of the idea, according to folks in dead chat, quite similar to other code bases, but again, was actually told I should come post about it here so...That I did!
  3. It came to me an idea on something that might help in this suggestion of SOMETHING.... Make locking down borgs (all borgs) take a short period of time. Sending an encrypted signal through a specialized network or some such...needing someone to sit there for...lets say a variable 5-10 seconds to do (Different people type fast/slow). Let Malf-hacked borgs take twice this, fighting against the corrupted code and the like, as well as alerting the borg that they are being counter-hacked from (Insert location) so they can alert the AI/other borgs and potentially stop it, and guide the AI/borgs to where the crew has built an emergency console or the like. The variable speed if possible being a slim cover of if they are hacked or not....slim but it's some protection at least. Detonating Borgs should always be a last resort as they say, so this too should take maybe a timer to perform, be it longer or shorter than the lock-down time....as well as providing a short alert that it is happening to the borg and those around it. This would give the borg either time to move away from crew/walls/dangerous to explode around things if it is truly being framed, or for it to chase down and try to ensure it's death will further the AI's goals. (Lets be honest, half the time when borgs are being blown, they are blowing next to people fighting, or right inside Robotics) The last idea for all of this is more on the restoring Borgs from an Malf AI if locked down and captured safely. After removing the AI link, a new board would be installed on them. "Station Protection Control", a sort of mind-shield for them which could be removed by hand as well so antags aside from the AI could still subvert, but it may take a bit...picture it like the plate on doors to prevent easy hacking...but it'd also change the borg's laws to a crew-friendly set, and disallow changes or AI links until it's removed. This may help in those rounds where there are...less than intelligent cyborgs who keep getting subverted, for like the 12th time....they'll at least take longer to do so, and more obviously as some random person spam flashes a cyborg and drags them into maints.
  4. My feedback can come from the view point of a Cargo Tech, then the QM near the end. The initial starting station could use a little more in terms of "Halls" going East, West, and South, to give just a little more wiggle room in how people may construct things, as almost INSTANTLY cargo got boxed into not being able to have any sort of expansion or development beyond tearing down a few walls and adding a few more doors so the in/out flow was just barely annoying, considering how small the area is, and how many people would just cram in trying to order things, or waiting for their things despite being told it won't come in for a bit, ect. Job slots may also need some tweaking for the map itself, we had 5-6 people in that tiny cargo space...was very difficult to really get anything moved at times. The starting Mining zone may need to be moved closer to cargo as well, as....it seems cargo is the natural magnet for miners, and we had a lot of them come over asking where to go.
  5. Or...or just hear me out. Just putting googly eyes on all the borgs.
  6. And a variant as a sentient Syndicate item, 30% Chance of a large swarm of Syndi-bees, 30% of random chem bees, and 30% of poisoned candies. Spawn it in, tell it to go bother someone until it dies and releases it's payload
  7. A Wizard round where they have no truly highly dangerous or disruptive powers....BUT they are a special lich bound to the NAD...can't destroy it or get it off station...but you can't keep the lich down....Eventually someone will look away and they'll be able to teleport out of the area to continue to be a spooky annoyance. Rattle them bones, drink all the station's milk. Their ultimate goal is to make the crew miserable, yet unable to do anything about it to the point they just...stop trying and they can finally just chill out. Picture it, it's your turn to babysit the NAD...a spooky skeleton sudden shows up and starts slapping at your hands, knocking tools free, running around your workspace making "Spooky" sounds, being annoying and disruptive but ultimately harmless....Sure, you could bash it's skull in but...It'll be back...you can only hope to hold onto sanity until it's someone else's turn to carry that cursed disk...
  8. I'm a self-proclaimed master of terrible ideas that still sound fun and/or are so evil they should be outlawed for being just crazy enough to work.
  9. New Minor Antag: The Shadow Mote Spawns above a vent. Vent Crawling little shadow-loving thing who's only goal is to not destroy...but disable all lights that it can. Basically go into rooms, turn off lights, remove bulbs, maybe even blow an APC out once in a while to really get those lights off for longer. Slowly takes damage in the light (pretty slowly) but regens in the dark.
  10. Oh, you mean some of your tortures, like this, Denth?
  11. Nuggets, Tenders, or Fries? (Chicken or otherwise)
  12. Karri is very much Lawful Good, being the law abiding, good heart she is. Her sister Amanda True Neutral, she just...really doesn't have anymore fucks to give about anyone on the station, though she does lean a bit good because...well...stupid people don't deserve death but..fuck is it annoying....and Tahayata is Chaotic Good, because Vox...but Vox who isn't a skrek...just reports on other skreks, and occasionally steals their skrekkin stuff.
  13. That's also an idea I had floating in my own head, though it'd still have to be somewhat meaningful in size to be an "Option" for the station, though.... Perhaps as a new (higher chance spawn) space "Ruin" would work as well, maybe even a few different layouts/things about to make each unique...still require some upkeep/rebuilding before it's sort of functional....Perhaps even needing explorers to actually find it, and get materials there to rebuild/activate it as a shuttle destination.
  14. With a recent PR to update the parallax (I do hope it's merged in!), I took notice of something I normally ignore a lot...Lavaland has a crumbling moon. We already have a shuttle going up and down from the planet itself, why not have the moon be a destination as well? I'm no mapper or coder, but I have put some thought into this...least it feels like it. A secondary mine location, situated on lavaland's moon. It could serve as a "Safer" alternative to lavaland, and have a suitably reduced resource load to match. There would still be dangers there, and it's outpost smaller, and perhaps even naturally need some maintenance to maintain. This is also something that offers an "Emergency" location to get more materials in, should mining be gone and the outpost dead. Perhaps have the Moon locked off in red-tape requiring the QM to seek out allowance from the HoP and Captain to have them unlock the shuttle's navigation to such (Of course, SoP would need be written to dictate when such a thing would be acceptable: A large team of inexperienced miners, lavaland being lost, reasons why they would need the "Expense" of the outpost's upkeep and function in hopes of profit...So they don't just scream: "HEY HOP GIB MOON" "CAP, MOON?!" "YA MOON")....or maybe even just as an optional thing from admins to ping in from central, either in the station's actual need, or having a well written fax sent requesting such. Heads with access to central faxing really do need to remember it's NOT just the Rep who can fax central with questions/requests. The Moon Itself Most of the moon would seem lifeless (In fact, it pretty much should be), likely mostly iron, a trickle of silver, maybe even the rarest tidbits of plasma and uranium. The entire area would require EVA capable gear, likely involving a new mining EVA suit...just a re-colored station EVA at first, and Internals, instead of just the internals as there is nearly NO atmosphere on the moon. If it were laid out somewhat like lavaland, the outpost there would be on the left-most of the Z-level, and perhaps a laaaaarge abyss of a crater on the right-most side, to depict the massive hole that is the blown out portion of the moon. What sorts of threats would be here? The occasional carp, maybe even a shark, but nothing so much that could instantly destroy the ability to function even should the outpost get smashed, though it will take work to restore it all the same. Perhaps even a (weaker) rogue drone or two. "Derelicts" would be what I'd call the ruins/points of interest that could spawn there. Smaller in scale, smaller in loot/reward/items, but still serving as something interesting to stumble across. Things like crashed transports with some goods, tiny outposts that are either partially or entirely destroyed....perhaps even move the Xenomorph ruins to the moon! Total size of the area should only be a third of lavaland's, as the moon is quite a bit smaller, and a part of that is going to get taken by the massive hole on the side. Random events/timers will be suggested further in. The Outpost The outpost itself should actually be very small, compared to lavaland. Barely large enough for 2-3 people. The kicker here is that perhaps the generator powering it actually needs to be refueled before the base largely functions, and the air supply is limited entirely, requiring the miners there to get air tanks from the station to keep the outpost breathable. No holo-fans here, the airlock and changing room are one, requiring the waiting to depressurize and re-pressurize to get in or out, if they force the doors to be lazy, the outpost will vent most of it's air very quickly. The gear the outpost would provide isn't as strong as lavaland's....Some nearly no-armor-like EVA suits, picks, shovels, and internals. This isn't the place for any sort of need of combat-grade things, just enough for smacking the occasional carp, and maybe if you've come in or brought fun from home, the shark that might spawn here or there. I'd envision the outpost to be...somewhat shaped like a small 4-5 rooms clustered together. The docking port leads directly into the changing area, providing that risk for if they open the area to the vacuum, to at least be able to mad-dash right to the shuttle. South of this would be two rooms, one housing the telecom array, and the other the entire outpost's life support systems. Generator that needs fuel, and the atmos system that keeps the place more or less supplied. No real hidey holes on this place for antags, that would take place on the moon as a whole, turn off sensors, chuck them in some far corner, or in to the abyss. Major Events/Threats Meteors: The outpost might have some "Grounded" satellite defenses, but not even shelters would protect you from this random happenstance weather pattern. What sort of warning would you get? Well, as the moon would have just enough atmosphere to not be considered space, and thus carry sound...It'd start with the echoing booms, leading to a warning in the text box. Moon Fragment Collision Imminent: Attempting to display telegraphed strike locations This would then start spawning "Meteor" hits with a momentary targeting pointer, much like the ash drakes firefalls, so a daring miner might attempt to dodge them and keep going, or at least have a chance at survival should they have been rather far from the outpost's safe area. Moon's Haunted: A little meme-y, but...could be fun as a rare happenstance if a certain "Alien" derelict spawns or something. An eerie wind starts playing which...isn't something that the moon even has, hallucinations start occurring, if possible, as the various ghost sprites we have available, or even cult-constructs of all flavors. To try and spike it up more, perhaps some special space vines could spawn somewhere slowly creeping about ala Moons of Madness (AKA Secret World Filth) And of course. It could be a place team antags build up and hide at. Moon Cults being slightly more accessible than Space Cults, yet also less so than Lavaland, as the need for EVA-capable gear does limit things for both sides on attacks/defenses. There also only being the one station shuttle, means it might not be docked there and waiting should you be on the run, or trying to escape to/from the moon, it might be at the station, or at lavaland....if possible, Station to lavaland/moon transports would take longer, while lavaland to/from moon would be shorter. Anyway, there's my shower thought suggestion/typing blurb, at least I got it out there, instead of keeping it in.
  15. Fine, if you are gonna beg, why not do one of Karri and/or her big sister Amanda? They do all look quite amazing though, I can recognize quite a few of the characters (even if names escape me because I'm usually being a grump on amanda and just call everyone stupid/idiot/ect).
  16. Don't fret about being boring! The station NEEDs grounded, boring, unfun people to make a balance for all the insanity!
  17. Just a lil snippet of a Wild Karri in her natural habitat. Decoration Creation Pile. This shift in particular saw use of 5 full paper bins, 7-ish rolls of tape, and 175 Marker Beacons for decorations, all done in under an hour.
  18. Name: Amanda Full Name: Amanda Talia Ralchk Age: 40 Gender: Female Race: Vulpkanin Blood Type: O+ General Occupational Role(s): Detective, Internal Affairs, Representative. Odd-jobs in other positions. Biography: Amanda hates people. She always has, and likely always will. It's not a singular person in general, though there are plenty examples of single people who piss her off. While she is only Karri's half sister, on their father's side, she treats the blue girl as if she is nothing but the best and closest of family. Much like her sister, she didn't grow up entirely around her own kind, and thus is lacking in a fair share of cultural habits or outlooks...having instead joined a private military force at a relatively young age, leading to further training and distance from the family she hated as soon as possible....Retaining only contact with Karri when it was possible, which wasn't often. Security Records: Ties to Shellguard Munitions - Formerly a part of their Private Military service. Records from her employment are sparse, but fairly clean. Rough n' Tumble - She can and will throw people, and won't think twice about beating someone in the head with whatever is handy. Hasn't gone overboard with it. Yet. Medical Records: Colorblind - Birth Condition, does help with night vision though. Excessive Smoking. Drinking. Markings on chest are tattoo attempting to hide scars from injury. Personnel Photo (Appearance text): Much like her younger sister Karri, Amanda keeps herself fairly proper and cleaned up. A few of her own habits having been passed to her, Amanda tends to forego most uniform and favors a worn pair of dark jeans, some dirty old work boots, and a thick jacket from her military days. Depending on what her job may be, she might change her jacket, but it'll be a rough day if she has to actually put a shirt on, or wear shoes that haven't seen hell and made it back. To follow suit, she always has the look of someone just done with all the shit going on around her. The markings many mistake for natural fur patterns on her chest and belly, are actually dye-tattoos to help cover up scarring from various injuries gained from her previous work and accidents alike. Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes: Feel free to ask questions and the like in the thread, or comments, or any such things!
  19. Ah yes, the spirit realm, or spookzone. I know it well, and I've been a part of the hauntings in malpractice bays! The lighting is pretty well done!
  20. Huh, the Witcher post there almost feels like an Elder scrolls + Witcher crossover, if just because I could see Khajiit existing there, as one of the many racially hated peoples, but still considered peoples XD
  21. Did the rancher become the squish, or did the squish become the rancher? Or is that just a collection of rock-cat largos squished into a people shape?
  22. No beret for the NanoTrasen Representative. (Also generally command in general is a pet peeve, so often one or more are just...unaware of things, or don't take advice from anyone) Heads that refuse to fire departmental members that cause issues. Bridge Hobos No non-rainbow pride representations! White gloves don't allow you to remove lightbulbs Spook Cooldown too long. Need to spook more, must spook Vox. IAAs who try to think they have more power than they do. Characters that have a trait of always causing issues. Always.
  23. Processing Data Log Entry #31564-I Data Loading.... ERROR. FILE CORRUPTED. ATTEMPTING RECOVERY.... PARTIAL RECOVERY COMPLETED. DISPLAYING RESULTS "So me and the other agents can't really agree on the plan, so we make a compromise. Two of us head on in, doing a full disguise. Infiltration. You know, it's in our fucking name. Fake some documents, get legit IDs, and so on, while those two idiots agree to hold back for a little while before going all guns blazing." The woman spoke as she started dressing fresh out of a cloning pod, an officer nearby recording all she spoke, as well as filling in details best left to be as clear as possible. She was the only remaining member of a successful, if...unorthodox team sent in to abduct a ranking officer from a Sol-Gov visit to the NSS Cyberiad. They could have left them well and done enough as is, those Sol-Gov assholes had so much dirt on the Cyberiad, NanoTrasen would have had quite a bit of a time defending the state of the station and the actions of the crew...but of course....The Syndicate always needs a little more. "Anyway, me and this other guy, think his name wa...." "No names, remember?" "Right, right...Agent November and I decided to be the actual stealth team...I went in with little more than a hacked ID card, a storage implant, and an emergency weapon, in this case, an energy dagger, disguised as the pen I wrote the fake fax with." "How is it you managed to complete your objective with only that, considering the rest of your team died?" "Simple, I lied my face off and focused on the objective." The woman finally tugged on some shoes and flopped onto a stool, the officer sliding a pack of smokes over and a lighter, syndicate brand of course, pulling one from the pack and lighting it up, spending a few quiet moments reflecting on the job. "Anyway, November and I went in pretending to be a replacement Magistrate and his personal secretary...Fax must have worked because the captain met with us, gave us IDs, and we went on our way...The others...Eh...Agents Olivia and Shrike came in with at least a basic disguise, but also armed and ready with grenades and guns." A pause came as she flicked the lighter on and off a few times, "The idea originally was to have the Sol Goons meet with November and I and ambush them in a more secluded area, killing those we didn't need, and abducting the target....Right fucking good the plan did, little did Novemeber and I get our IDs, the other two dumb asses started the attack right in the damn hall." She'd pause to drag again, flicking the ashes into an ashtray and itching into her hair, "Fuck cloning always makes my hair feel off...Anyway..where was I?" "Explaining what went wrong at that moment, when your team decided to stop being infiltrators." "Right, fucking idiots...Good thing I payed attention to what they ordered for gear...threw knock out gas grenades all over." "Let me guess, most of the Cyberiad's crew was on internals already because half of them are idiots, and the other half paranoid?" "Yep, so it barely did anything....A brawl started in the hall nearby....and fearing our cover truly blown, I pulled out the dagger I brought and sliced a few of the crew, and the sol-goons a few times." "They didn't fire on you, or even stop you?" "Oh, they started, but again, I lied through my teeth, screamed I grabbed the dagger from one of them, and tossed it away, pulling a few other weapons out of the fray before I saw our target, down and bleeding out." The woman chuckled at that point, shaking her head as she pulled down the last of the cigarette she had been working on, shoving the butt into the tray and cracking her fingers. "I dragged him off yelling I was going to get him to their ship for emergency escape, the other marines seemed to buy it as I instead dragged them off through the maintenance tunnels to our ship. Memory starts to fade there, as I think there was a bit of mishap with my dusting implant, might have gotten a strange feedback from the sol-goon's radio or something...all I know is I'm sure we got him here and finished the mission. The hell happened to him?" "Yeah, your dusting implant went off...but we got him. Some medical treatment and a good visit to one of our...other...doctors, and sent him on his way. He'll be a good asset in the future." The woman finally stood and did a bit of stretching, the officer tapping away at his console to fill in more information and notes she didn't need to know of. A few more minutes of silence, and a PDA was slid along the table to her, details of her next mission, as well as verification of payment and cloning insurance and all. A smirk crossed her face as she pulled the pen...twirling it and shoving it behind her ear and tossed the PDA into a disposal as the screen flickered, cracked, and smoke poured from it, heading to the locker room to properly gear up and head out to cause a bit more chaos.
  24. Those ranges provided make me just feel damn old...considering in all my time having played this, I could have selected three different options entirely <_>
  25. Sierra - God Fucking Dammit. Meow(OS/IPC) - Gib Mouse Nao Karri - Kindness, Innocence, Facepalm
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