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Everything posted by Skull132
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Psst. Guys. Waiting on a little bit more feedback before I shove this into the works. Which of the two present end solutions is better, and why, or does it not matter?
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Empty beakers, syringes, bottles, etc into sinks
Skull132 replied to SierraKomodo's topic in Completed Projects
Lady of Ravens is working on this now. -
https://wiki.baystation12.net/Rules Here's the rules I read. It says "Don't kill needlessly" but says nothing about killing after the shuttle arrives. And thank you guys very much! O. That isn't even our wiki. http://aurorastation.org/wiki/ for that. And http://aurorastation.org/rules.html for the rules. Ban lifted anyways, so you good.
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Out of curiosity, can you link me the rules on the wiki that you apparently read? If they're not matching, then I need to make sure it's changed. And I'd say we're good to unban you. Give me like, an hour or two to check with the original banning mod, and we'll be good.
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Empty beakers, syringes, bottles, etc into sinks
Skull132 replied to SierraKomodo's topic in Completed Projects
Alot easier to just code it to where, if the container is filled and you click a sink, you'll get a quick prompt of, "Hey, do you awnt to empty the beaker, or add water to it?" -
Fun Facts About....well, Ourselves!
Skull132 replied to incognitojesus's topic in Off Topic Discussion
So you're a legitimate paper pusher? I was for one job. Paper was too heavy for the machine to grab a hold of, so I needed to push it in. That sounds awfully like what she said.... I wonder.... -
Image not working ;-;
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Fun Facts About....well, Ourselves!
Skull132 replied to incognitojesus's topic in Off Topic Discussion
I fold paper as a dayjob. Though, not some origami style bullshit, fuck no. I fold it with a machine whose belts run at 180 metres per minute, and is capable of spewing out 10 000 to 20 000 folded pieces of paper per hour -
...I'll just... Walk away now...
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cough*Resomi*Cough I mean. I think you didn't get my point.
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I'm curious, Campin. Read my idea, two posts before yours, and tell me which is better (mine or Sierra's) and why.
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That means it's antag only, FYI. Actually, it doesn't. What I meant by that is, as it stands, it's kind of an unwritten requirement for all new races to be capable of fulfilling standard crew roles, wear human like gear, have thumbs and fingers, etcetera. This singular requirement eliminates and completely kills so much creative potential it's ridiculous. Which is why, if we ever wanted to make an actually interesting alien race, this unwritten requirement should be tossed out the window, and a piano felled on it.
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Making quick differentiation between those alerts would be more difficult, Sierra. Having fire alarms say which type of alert it is wouldn't make sense, so they'd flash blue in all cases of blue alert. Instead, having them flash a different colour would make discerning what alert it is nearly instantaneous. Here's what I propose, rolling with Meowy's concept: We implement a colour for each department, while keeping green as standard operation and red as "all shit's fucked, run". And change the announcements to be like, for example: "Station wide medical emergency declared. Code White in effect. [blablabla, emergency powers to medical staff, bla]." Thoughts?
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Stuff like this should be kept stupid simple. Which is why I like Meowy's idea. With one alteration: keep code red as a serious, non-descript emergency. Code red would only be called when the previous alert level fails to deal with the issue. Basically. Imagine an elevated alert level as the captain declaring an emergency, what code he chooses specifies the type of emergency. With code red being the, "Shit's so fucked I can't even begin to understand how to unfuck it."
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Sorry, I actually forgot to check the thread. I'll add the perms either after work today, or tomorrow morning.
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Add Internal Affairs Agent to the head of staff whitelisting
Skull132 replied to SierraKomodo's topic in Completed Projects
IAAs should still be the first person you go to to solve issues of that nature on the station. Not everyone has a fax machine on hand. -
Add Internal Affairs Agent to the head of staff whitelisting
Skull132 replied to SierraKomodo's topic in Completed Projects
YAh, can be done now, as IAAs are somewhat empowered. I'll toss it up to the devs. -
I'm honestly thinking if we want another playable species, we: Remove/retire one of the existing ones. Go completely off the fucking reservation. Like, how many times can NT meet another species and integrate them into the standard crew compliment to serve the same purpose as hunams? How believable is it, considering the wide variety that evolution is capable of producing. Better question: how fucking boring is it? Make it exciting, something completely fucking different. A non-crew playable species. Think, maybe, for example, something like the Keepers: non-human, definitely don't do shit that the crew does, but are still apart of the environment. Tracking?
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I'm just gonna throw this out there. We have 6 playable ayylium races. 7 total. Not counting the less-fleshed out antagonist specifics (borer, xenomorphs). Don't you think adding another one would get a little ridiculous? Like. Yeah. Plus, while it's making an attempt to get away from the standard form of species, it's still a crew member species. Which. No variety added.
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OBJECTION! Application accepted.
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I looked over the application. The lore knowledge is proper and no negative feedback was offered. So I think we're good to add his butt.
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Oh. This is where this topic was hidden. I have three proposals: Remove loyalty implants from HoS/Captain. Maybe IAA, though that's less critical. And keep them around the armoury and as tools for wouldbe people to use them. Aaaas simple as that. If you really need an excuse to not have your immersihuns broken due to Captain and HoS not being allowed as traitor or certain other antags, then just wave it with the fact that NT would actually keep an eye on their higher ranking command staff. Keep loyalty implants in heads of staff, but have admins and mods cease enforcing loyalty implant standards beyond instances where the head of staff's actions are very clearly against the interests of NT. The thing is, 90% of the cases I've seen about player started LI bickering and staff involvement fall back to the argument of, "It's not in NT's interests because it's bad PR!" Ugh, fuck that excuse. (Hint: NT doesn't give a shit about PR unless it's actually like, a massive issue. And a few people dead really isn't. Reference today's world for citation.) So we'd literally only shitslap people if they like, steal from NT, break NT's shit, kill people for no reason, etcetera. If it's questionable, we'd let it roll. This would result in certain players getting antsy in their pantsy because they think everyone must adhere to laws and shit, while completely missing the actual point of a roleplay game. But we can suffer through them. ....Is it bad that I forgot the third one while folding paper at work? I guess it's the directives one that was already outlined above. Just, not a fan of it, as it would still result ruleslawyering, and wouldn't really solve anything. Onions?
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New job for both Current and New Map: Salvage Crew
Skull132 replied to FluffyBirb's topic in Archive
I actually had an idea to implement this into the new map ages ago. I still have that idea! But, obviously, we must adopt the new-code first. After that, I'll see what the devs and I can do, and when it's necesasry. -
Uh.. any images at all? Further images of similar natured. 3edgy5me imagery, such as depictions of sliced up veins and paralyzed people, can be taken to other image boards, I'm sure. Further, check your PMs.
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As a note. I am most certainly not a fan of disturbing content being posted here. Please do take stuff elsewhere, if you're considering putting up further images.