-
Posts
79 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Gangstafary
-
Oh, don't misunderstand me, I mean no aggresiveness towards the OP nor anyone, and yeah it's not a suggestion thread but I felt the need of jump in and dump my two cents which are that: songs played by the server like "Ground control to Major Tom" sounds right, it's IG instruments which imo should be deleted cause, to me, they only bother with their strident ASMR-like sound.
-
Educating that winning is engaging and having fun, not solely surviving/killing. Praising players for putting effort into their gimmicks, there's literally a ton of ways to do it. Regarding the second part of your post, as you said, "withint the last year or two" and "something is just now being done about it", indeed, the PR right now has 3 thumbs up and 6 thumbs down so yes, as you said, "something is just now being done about it". I'd finish my message with the next thought: If I had to just suggest deleting wizard for the uncountless times their gimmick is plainly "cause chaos and make it Benny Hill 13" with security and many others (yes, I don't like the wizard gamemode), I doubt we'd have any other gamemode besides extended.
-
I'd suggest for the removal of all music since they all sound like a clanky ASMR that can only evoke the word "trolling" on your mind, specially when what's sounding is Despacito or something like that.
-
I realised of its resemblance quickly, but didn't notice the armband until today. While (and people know me as a radleftist) I wouldn't really care if it's to represent something akin in our lore, the less reasons 4channers and other fauna have to come around and feel welcome, the best.
-
Make hoes extract seeds from plants when used on them
Gangstafary replied to Scheveningen's topic in Archive
Indeed, wirecutters take a sapling which possess the same traits as the mother plant, which in unmodified plants is equal to extracting a seed. -
Following with the Aurora Gamemode Challenge, I've been thinking on that for some time and have come up with something. What is the general idea? Corporate Espionage would be a gamemode centered on subtle and stealthy acts, involving charisma and persuassion more than robustness to appeal to those that'd prefer non-violent interaction with antags (spies from now on), and inviting spies to collaborate at round-start for gimmick creation that'd allow for the full potential of this gamemode to be achieved and enjoyed. Corporate Espionage would be a gamemode thought for 15 active players, with two antagonists. Both antagonists would spawn off-station in a place where they'd pick their loadout from a series of available items and then depart to the station to arrivals in an identical shuttle to that of the Odin. As with the rest of gamemodes, there are not defined objectives rather than the general scope of "Corporate Espionage", and both antags could agree for their gimmick to involve cooperation, punctual help or directly enmity/counterintelligence. Since getting the nuke codes, records or research info dies boring young, it's the potential inside gimmicks what would make this roundtype interesting and as such is thought as that. Would your spy be sent from the Sol Alliance or by some political party from there? Are they from Necropolis Industries or straight outta the Syndicate? How'd it be related to the other spy in game? May they be an NT agent working on contraintelligence? As much, the only fixed objective would be to leave the station to Odin having successfully infiltrated the station. How would it be mechanics-wise? The spies would each one start at identical but separate bases, each one with a shuttle identical to that of Odin-to-Aurora II mid-shift transfer shuttle and a teleporter similar to that of the ninja. Also a PDA for spawning their antag-loadout with a limited set of TC besides the usual PDA functions. Some of those items would be, with the description of those that are not present IG at the moment. - Agent ID. - Chameleon kit. - Chameleon projector. - Hacked AI board. - Sleepy pen and ring. - Clerical Kit - Manifest Decryption Terminal: Assigns your ID a chosen name and role, updates that info to the manifest and creates a CC message announcing your arrivals as if you were a regular crewmember. Also allows to update your fake identity's records. - Bug kit. - Emag. - thermal-vision goggles camouflaged as prescription glasses. - Hacked loyalty implant. - Door hacking tool. - Medisensors disrupter: Similar to a radio jammer, when it's active, it will keep the carrier vitals and position the same as they were when the device was pulsed active, as much oscilating BPM on 2-3 beats up or down. - Operations funding. - PDA aircracker: Catches some of the PDA messages sent between crewmembers, similar as the AI can, seeing only either sender or receiver. - Voice changer. How would it be RP-wise? Since interaction between both spies is capital in this game-mode, at least some vague gimmick direction should be specified at roundstart through AOOC. Spies are not meant as hitmen nor kidnappers, as much information gatherers for those purposes. Most violence involved in the gimmicks should be really minor. Examples would be a threat in order to convince/scare someone, or briefly recluding someone for a truth serum interrogatory. Spies don't have a mean to return to their base (at least on what is seen in the round) and must leave the station uncaught, and violence leave a lot of traces. Spies should, rather, use bribery, connections or personal information as a mean to achieve their goals. Spies using the Manifest Decryption Terminal and hence, acquiring a fake identity, must act realistically according to it in order not to get caught. That implies maybe doing some of the vital task your role would be supposed to do, being around seeming dilligent, or just try to sneak out of your duty by delaying your response until another jobmate has taken the task. Revealing your identity is allowed later in the round but one should strive to keep and maintain an unsuspected fake identity.
-
[2 Dismissals; bin 2019-12-24] Remove Fuel Tank Explosions
Gangstafary replied to BurgerBB's topic in Archive
^Probably that, although finding a good balance so a couple of welderbombs don't make it so difficult for someone in need of a refill to find one might be hard. -
I will make MSpaint dakimakuras of your characters.
Gangstafary replied to Scheveningen's topic in Hobbies & Interests
-
Also, from the Scarabs page: Ceremonial weaponry Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.
-
As with similar suggestions, I disagree. Not only personally I enjoy both ling rounds and playing as ling, but again, the reason why some rounds might be bad don't have to do with the gamemode per se, but with lack of creativity/originality, etc. Educate antag players as to put effort in their gimmicks and to take pride in doing something innovative and fun rather than straight removal.
-
Removing Malfunctioning AI as a Gamemode
Gangstafary replied to geeves's topic in Completed Projects
I suggest educating and inculcating the good art of gimmicks is way better than removing it. People need to realise it's their duty as antags to be a driving force of the story, and a story must be fun and engaging. With that, maybe the burnout doomsday gimmicks will cease or be addressed from other different, new perspectives. -
[2 Dismissals; bin 2019-12-24] Remove Fuel Tank Explosions
Gangstafary replied to BurgerBB's topic in Archive
Not supporting, besides my personal reasons for that, this fad of removing everything that may cause the slightest inconvenience is, like we say in my mother tongue, like trying to kill flies with cannonguns. -
Removing Malfunctioning AI as a Gamemode
Gangstafary replied to geeves's topic in Completed Projects
I enjoy malf rounds. I enjoy being the malf AI, and just yesterday played as one with a gimmick people reported having enjoyed. I must agree with part of the other side in the sense that it may not fit the HRP perspective, imo due to one thing: most cool gimmicks I can think of involve a progressive setting of psychological unrest among the crew that realistically would take some days to happen, not a two hours work shift. When too major things happen in a short span of time, a realistic approach would ensue major psychological crysis, and straight jumping to "flight or fight" response. While on Aurora such approach are (and should be) applauded for the well-polished interpretation, it's not the average, and afaik people don't really consider that an issue, and neither do I. That being said, and trying to stay as impartial as possible since I'm quite biased cause I enjoy malf AI, I don't think removing it would be the ideal solution. Malf AI gimmicks get redone soon and it's a round type that requires of more than usual time involved in gimmick planning, but again I don't consider removing it the best solution. -
Well, after some half dozen of earthling characters due to my lack of lore knowledge, I finally decided to take a step onto the Scarabs direction. I would like to receive feedback from other Scarab players or from people who's pretty knowledgeable about lore.
-
A Modest Proposal: Get Rid of 90% of Human Beings
Gangstafary replied to Kintsugi's topic in Archive
Just because I recognize your wink to Jonathan Swift's "A modest proposal", you got my approval. -
I have become motivated to do this guide because I have seen multiple times people talking "scarily" about k'ois when it's not really a big deal. If you're not a xenobotanist nor anything related, it's logical for you to not to know much about its handling, so this guide is intentionally for xenobotanist. New to xenobotanics? We all have been there at some point. Have already been rushed to the medbay with mycosis and have felt the hate around you as tangible as your mouse? It's okay, no great xenobotanist has ever achieved their status without passing through that, and surely the medbay players deserved it. Well, first. Why k'ois? K'ois is a great plant species to begin figuring out the plant genome by contrast cause it's a highly different plant from all the rest. Also K'ois is a Vaurca necessity but who cares, right? Also in the worst of the scenarios, you could be providing at least your department with some phoron, but that'd mean everyone else is being really incompetent. Besides that, it has already some interesting traits to use in your future plant projects which nobody will ever care about. So. Start using K'ois to figure out the plant genome. Luckily, you'll find the appeareance gene before being left with the last k'ois spores in the seed vendor, so you can ditch whatever non-sporing appeareance to K'ois to be able to keep using it for plant genome mapping. If you don't find the appeareance gene before being left with only one K'ois spore, this is where this guide comes to help: 1 Head to your hazardoes specimens activate pumps and filters. 2 Get botanist gloves and a plant bag. 3 Get into the biohazard suit and, FOR GOD'S LOVE, get internals too. 4 Make sure the room airlocks are closed and pumps running. 5 Plant the K'ois, toggle the lid close and set lighting to 1 lumen, which is what K'ois likes. 6 Enjoy watching plants grow. 7 Even if you wait for K'ois to naturally spore (which you should do btw), harvesting it will make the spore cloud blast your face so, besides the biohazard suit, wear and USE internals. 8 Once you're done, kill every K'ois growing outside the tray. 9 Wash your hands, remove biohazard helmet, wash it, wash hands, remove biohazard suit, wash hands, remove gloves, wash gloves. This is a bit OCD, yes, but preventions is key. 10 You're done, you've successfully bred the death shroom without getting a nasty mycosis. Was it that hard you nerds? If you fail in any of the steps from the 5th onward, head to medbay telling them the horrible things you did. Go and show the rest how you're now a big kid who knows how to handle their K'ois.
-
I like the older PDA sprites more, although the sprite when you have an unread PDA message goes easier on the eye.
-
I have the "stop pulling" verb at U in my keyboard. Useful when you're to be pulling lot of stuff around, for example SM setup.
-
Addition: You and your identity. Identity hiding is vital while on stealth. In SS13 there are 3 parts to your identity: face, ID and voice. If you have your head visible and carry another one's ID, you show as" yourID (theother'sID)". If you are masked, you show as the ID you're wearing. If you're not wearing an ID, you show as "Unknown" If you are masked and speak, you will reveal your true identity. Use a voice changer to avoid this.
-
To start off, I want to make clear that this is not an in-depth guide with super cool, ultra hidden traitor tips that only the most robust players know. Rather, this is to serve as a “read before you go” guide before a “new” player in SS13 ventures himself down the dark, glass shard filled aisles of traitoring, specifically traitoring alla stealth. SS13 is a hard game, it’s learning curve will probably shatter your bones if you descend it with a skateboard. The wiki has a ton of information, but that’s just a glimpse of all the game has to offer. That means that despite having a decent grasp of the mechanics and your surroundings, more than often you still have to die many horrible deaths in order to still learn a valuable lesson from each one. That happens even more often when traitoring for your first time, since you’ll often find yourself handling stuff you’ve never touched before or having to get to places you’ve never been in, or at least not on the pants of a criminal mind. Now, with enough of a presentation, let’s jump straight to the matter. Your gear: Without intending to get much into antag gear, you have some equipment depending on your role and job. Although more or less, every job has some items or social position that can serve you on your purpose. A mix of your tools, your social position and the areas you have access to is what you are without any antag gear, you have to get the max out of it, detect where you’re lacking and improve it as a preparation before getting to your actual mission, whatever it is. Now, getting to the antag gear itself, at round-start, or when you’re suddenly assigned as a traitor, you’ll get a code you should put on the ringtone of your PDA to access a super secret terminal where you can get a vast array of items. An Agent ID, an emag, a voice changer or a sleepy ring are just a few of many stealthy options to go by. Remember to close it to get back to your normal PDA cause you don’t always get PDA messages, but when you do, it’s the antag code ringing. Don’t buy your antag items too early, I’d recommend buying them either when the moment to use them comes, or either set a base near your workplace where you store it all, or you can separate them according to their functionality and divide them on two or three lockers instead of one, but you risk yourself to reach a situation where you may need one of those items, so think before acting. Remember that you can hide things in a toilet, in plant pods, in some pieces of clothing, and that storing something in a container leaves a message, but doing so in your pockets don’t. Lastly: food. Maybe you haven't noticed it, but once you start running around the station through maint as a headless chicken, you'll get tired, hungry, thristy and eventually even a granny will catch you. Carry some food and drinks, coffee specially. Yeah, okay, stealth, but how? I’m going now on some general tips about how to be stealthy, and the different kinds of “stealthiness” you can try. - Unless you’re walking a mostly empty area, maint tunnels are your friends. You can get almost anywhere on the station through them, so make sure you’re at least fluent on their knowledge and layout - Returning to the gear aspect, you should have a couple lockers, ideally one in each station half, with an EVA suit prepared. Going outside the asteroid plus knowing the layout can make you go from one end of the station to another pretty fast. Put the oxy tank in a canister to full it to the max capacity just in case. - Bothering yourself to get a security headset is usually worth the risk. Act in advance of the ISD, but make some intended mistakes so you don’t make them think their comms are compromised. Some times leaving an item you won’t need (even an internal box) behind will motivate the ISD and make them think they’re actually on the right path. - Value your inocence, the most difficult task you have will get even more difficult if you’re on the lookout. If you have the time, consider creating distractions or leaving false evidence. - Break cameras, but beware: while being unseen, you can just shout where you are immediately. If you just break a camera, the AI will easily locate you on the nearby areas. Continuously, but subtly, break cameras until the AI has a very narrow vision, and can’t really track you based on what cameras are broken. Now, while you can use stealth in your modus operandi rather than going fully armed on everyone’s sight, you can also use stealth to cover your own name. This is when things get a little complicated. Having a double life isn’t easy on real life, neither it is on SS13. The main variable to success in this is your job. Some jobs expect you to be on your office most of your time, while others require you to be walking around the station. Some jobs take place on a more or less seen area, while others happen on authentic autism bunkers where no one will really notice nor care if you’re gone. So, the first thing you should know is to acknowledge your level of freedom of movement. If it’s too restricted, give yourself half an hour to act normal and non-suspicious. Even if you’re expected to stick to your office, go out, greet everyone, pay a visit to the bar, the garden, the vending machines, the holodeck, the library… Make sure someone is watching you, even if out of pure MG, and play it cool. Once you think your outgoing routine is just a normal issue, and when you’re not really required at your workplace, think of a place for your ops base and the gear you’ll need. Go there, store it all and get back to your workplace. Now that’s your phone cabin where Clark Kent transforms into Superman, so make sure that no one is watching you enter one of its maint access nor follow you there. Now you have everything ready, you just have to wait for the right moment to act and accomplish your goal, which means hurrying to your phone cabin, getting out as Mr Badman, rushing your goal and getting back as Mr. Everyman without any weird look. To do that, either pick a moment of peace among the crew or create a distraction or series of distractions far from where you’re going to operate. Venting, welder bombs, fake bomb announcements, a slime breakout, the sky’s the limit. You can also use the distractions to furtherly tighten your social position/image, as in for example you detonate a welder bomb and then as an ISD member you attend the scene, making yourself go way low on the suspect lists. Having credibility is a must when being an antag and still wanting to get out of the station on the shuttle as a regular crew member. Now, to finish this guide, some words of wisdom: - It’s really hard to get a significant antag presence on the round and still not be caught at all, walking in the shuttle without any hassle. A clever ISD investigation team and a nosey AI can be voicing your name even when you think you’ve done everything right, have a plan B just in case. - Don’t be too ambitious with your gimmick when antagging for the first times if you actually want to pull it off. Nevertheless, remember that getting caught is not losing, since this is an RP game. - Despite there’s no command around and the bridge seems ghostly empty, the AI, if present, is watching you. Hurry for that ID and leave before it can notice you. Alternatively carry an Agent ID or disable comms. If officers are already rushing for you, vent the area so they have to turn back for EVA gear. - Feel free to try a vault dash, bunker dash or AI subverting gimmick, but if this is one of your first times, you’ll probably fail miserably. Be prepared to leave it mid-assault or have a plan B, cause besides highly-secured, those areas are like a dead end street.
-
So, after some time, what can the people in charge of the suggestions say about this? As someone who also plays XB sometimes, this is quite needed if you ever want to antag (although, with some imagination, modified fruits could be used to defend yourself against an antag)