
Killerhurtz
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Everything posted by Killerhurtz
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Lore-wise, I'd go the other way around (having spaceacillin be the be-all-end-all) and having another, more simple antibiotic (like amoxicillin, 3 parts Carbon, 3 parts Hydrogen, 1 part Nitrogen 1 part Oxygen, or benzylpeniciline (2 parts Carbon, 2 parts Hydrogen, 1 part Oxygen, 1 part Nitrogen, 0.1 part Sulphur). Because as it stands, spaceacillin is described as being a highly effective and highly complex molecule.
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Bokaza, the thing is, I consider 90% of our lore (aside from species and events) use massive amounts of handwaving for three major reasons: one, it stems from a codebase and lore that had a different focus than us. Two, that codebase itself stems from a codebase that was built to be more functional and convenient (and chock-full of various references) than realistic. And three, no one's tackled that big of a rewrite to stop the handwaving. So until someone sets in stone what ICly and OOCLy things are (I can tackle that, if needed, I have a lot of spare time), 90% of what is going to be posted is going to include some handwaving. Hell - Bluespace itself is a handwave as to why we have FTL and huge storage. We have a small section of theory on that, but it feels like it's mostly to say "no it's not random" But seriously though. If you need a major lore revamp of chemistry, physics and science, I'll write things up and submit it to the writers (probably you and you pass it along if you feel like it) and we can work towards something.
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What's that smell? (Smell descriptions and other dirty stuf)
Killerhurtz replied to Killerhurtz's topic in Archive
@Jackboot: Unathi it is then. It was just a thought of concept. Hell, if the Resomi ever get implemented, that. But yeah - the concept was having a species able to smell people's traces. And it's a suggestion thread - we can take them, leave some, or leave it all. (Though Gollee, I honestly thought about adding chemical effects in there - but I felt that would be for another thread later on. I DID however start a list of what chemicals would smell like and if they have an effect, if anyone cares seeing it here) -
It mostly stems from the fact that it used to be a remnant of code from being a species. Anyhow - if you think about it, it also makes sense. If you've ever held a large beaker, it can easily hold a litre. Four to six litres of chemical storage is, realistically, not that big - if anything, what needs to be changed is the scale of the chemicals - because as it stands, while 4000 volume isn't that big, 4000 chemical is pretty much enough to heal/destroy a small village.
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Also, Xelnaga - a little curiosity goes a long way. I didn't know what a lactam was before making this threat :3 But yeah - I'm happy people mostly agree. @Lady_of_Ravens: the reason why I didn't use Kelotane is that tricordrazine is supposed to be a drug of it's own, not just a cocktail, as far as I can tell. But as far as the availability of tricord and spaceacillin goes - my thoughts are twofold: first, every hopital has a pharmacology department and cannot operate without it, so it makes sense. Second, it's always possible to have less-effective but more available versions of drugs. But yeah - I went very moderate on this because I expected a much, MUCH worse reception. What do you guys say to expanding that list?
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Sierra, there's a very simple (concept-wise - not sure how hard it would be code-wise): have Cult follow the rules of Nukeops, and have the game hold until there's enough people volunteering/online for a Cult round to be a valid round or until an admin/mod gets tired and launches the gamemode vote again. Because let's face it - it would be better for everyone if a gamemode was skipped instead of abducting unwilling, possibly completely incompetent/Greytide players into a role they don't want/shouldn't have. I'm with Baka on this one - I already HATE the Cult gamemode (among others), but being FORCED to either be a Head Cultist (it happened once - head cultist IPC sucks mighty ass) or to play on a deadhour 8-player cult round, it makes me mad.
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I've been looking at the list of chemicals, and I find that some of them don't make sense. And so this thread is an attempt at rectifying the recipes of chemicals/medications to make more sense or to balance them out, depending. -Kelotane: 2 parts Silicon, 2 parts Carbon, 1 part Iron, 1 part Space Lube. Reasoning: The main ways to heal burns are two-ways: one, move the heat away and two, keep the wound hydrated. Silicon and carbon are half-decent at moving heat - but iron would be better. And space lube would prevent the blood from drying too much. -Hyperzine: 1 part Sugar, 1 part Phosphorous, 1 part Sulphur, 1 part Potassium/1 part Inaprovaline Reasoning: Hyperzine is all good for the muscles, but the role of nerves in motion I find is understated. Potassium would avoid the depletion of the potassium channels. That, or if instead of Potassium it's Inaprovaline, it would explain how the heart can stand it. -Spaceacillin: 1 part Cryptobiolin, 1 part Inaprovaline, 5 parts Carbon, 10 parts Hydrogen, 5 parts Plasma (catalyst) > 1 Spaceacillin, 5 Plasma Reasoning: The wiki states that it's a theta-lactam antibiotic. Theta-lactams currently don't exist, but following the naming convention, a theta-lactam would be a 10-atom-ring lactam. It's not a stretch to think that the cryptobiolin and inaprovaline would bind to one another, but we're still missing that theta-lactam element. So this modification of a recipe aims to fix two things: first, how simple it is to obtain spaceacillin versus how powerful it is, and second (with the plasma catalyst) explain a little why it would be so universal. -Tricordrazine: 1 part Inaprovaline, 1 part Dylovene, 1 part copper Reasoning: Honestly, it's just so that there's a valid reason why it heals burns. -Explosion: 1 part Water, 1 part Potassium OR 2 parts Sodium Reasoning: Sodium is just a lighter alkali metal -Fire: 1 part Water, 2 parts Lithium Reasoning: Lithium is the mildest alkali metal and more likely to cause a small fire. Thoughts?
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So yeah. It probably would be insane to code, but I'd find it interesting if there could be smells described when you step on a tile that meets certain criteria. Like, for instance, if there's small amounts of plasma gas, it could go "It smells like a leaking battery" and when there's nitrous oxide, "Smells pleasant." And if we want to take it one step ahead, spilled chemicals could also have a smell - phosphorus smells like garlic, iron smells metallic, so on. Thoughts? ALSO we could use this to make characters have a random chance, per hour, to need a shower. Minimum three hours between showers to be fair, and shower is very fast (maybe add a new chemical - 'smell' - on them for that) that people can smell. Using a tool (all of medical's and engineering's) decrease the timer by X amount of time to simulate effort (and so surgeons, at rush hour, could get sweaty - or engineers trying to make the space station not fall apart). And give the janitor, the showers and the break room of each department (to the departments who have them) perfume spray that neutralizes the smell chemical (it's not ENTIRELY like a shower - showers rinse chemicals off, perfume would directly interact with smell as so: 1 part 'Smell' + 1 part 'Perfume' = 0 part anything). The floor, when it reaches maximum grime level, could also have a smell (to give a bigger incentive to have janitorial staff). So on. THAT'S FOR THE RP PART however. It could also be created to make some really interesting scenarios: -Blood or motor oil (machine blood), on the ground, is identifiable by smell also. Cue walking/hiding into a dark room and smelling blood. Or a door to Maintenance opening, dark - but there's a waft of blood smell coming from it. -Wizard spells/ninja teleportation leaving an ozone smell for a minute, to give the hint of an intruder -If we were so inclined, a new mechanic to the Tajara: the *sniff command, which behaves like an atmos scan except that instead of detecting the gas mix, they detect people who were there recently. And, of course, ways to hide that smell for people (perfume, wearing a full hardsuit, so on) Thoughts?
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Skull, did you read? The suggestions made Tasers slightly weaker (but because of haloss you have to rest for a few seconds). It suggested adding permanent Haloss damage to ballistics and broken bones so that people don't shrug off bullets or walk on broken legs.
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Ravens, you're right, I was confusing it with peridaxon. But yeah, I see no reason why NT shouldn't borg criminals.
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That's my point though Alberyk. The only people, as far as I can tell, who HAVE opposed it are people who wanted to get away with their chucklefuck scot-free.
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Spaceacillin? Contains Plasma as a reagent, and thus has mild bluespace properties. Genetic powers? I always saw it as biotics in Mass Effect - everyone on the station has, due to various reasons, been exposed to infinitesimal doses of plasma. Irradiating genetic blocks that contain plasma allows interface with bluespace. Slimes I already played with the idea in a post in the NT personnel database - that slimes were actually a mold that was exposed to some form of bluespace (maybe plasma) and as such, the reason why they feed and why they seem to create matter is that they need food to maintain that connection to bluespace to keep them alive. But yeah, if you ask me - the only reason why we don't borg is because the idiots who play the criminals who would be borged don't like being put inside very strict rules because they know they gon' get banned if they continue chucklefucking.
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Thanks for this thread - it reflects a lot of what I think about. While I feel sad that it's believed the game doesn't have to be fair, it at least lets me know who I should report or not.
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Czechi is easily -2. He's too fluffy and amazing.
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I 9000% agree with this, for several reasons: -No more tank nukeops -Wizards easier to deal with -FINALLY a way to neutralize a changeling better. Right now, there's very VERY little that Security can do when the changeling decides to fuck shit up. -Heavier consequences for discharging weapons for security -Chemistry IS fucking ridiculous. With one chemist, it's an endless fountain - with two, it's an overstocked chemical storage within 30 minutes. -It further separates unathi and IPCs mechanically (Unathi should be able to shrug it off a bit more, like current code, and IPCs are haloss-free) But yeah I absolutely approve of this.
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Is anyone interested in making this happen again?
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Is this still ongoing?
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okay that trailer was delightfully, dreadfully hilarious any status updates?
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NOTE: unless specified otherwise, by an asterisk, all of these are single-player. One denotes hotseat/couch multiplayer, two denotes online. Undertale Stardrive S.T.A.L.K.E.R. Shadow of Chernobyl Star Ruler Star Ruler 2 (** I think?) Antichamber (I think it's light?) Broforce** (okay let me get this straight. BASIC game should be light. There's a LOT of lag potential in the editor or if you fuck around for too long.) Expendabros (free, very limited version of Broforce) Stanley Parable Bastion Transistor Skullgirls* (fighting game, very hard) Everlasting Summer (if you like visual novels) Katawa Shoujo (see above) Boson X Contraption Maker (a modern remake, from the same creators of, Incredible Machine) Floating Point (so relaxing, and free) Tesla Effect (if you like cheesy point-and-click adventures) Teleglitch: Die More Edition (really fucking hard topdown roguelike but you should be able to run it) Cortex Command* (again, if you play the game like a normal person should be fine... but your PC will quickly turn to a slideshow of carnage if you play like a mongoloid) Dwarf Fortress (I just hope you have a lot of patience) Re-Volt (if you can find it, I think it's abandonware) (** if you can bother to figure out how the fuck the protocol works) Daedalus maze generator (if you like mazes) Genetos (free and should be mostly lag-free. Gets to bullet-hell stage fast though) Roller Coaster Tycoon 2 ...I might come back later if I remember more.
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OH BOY I'll need to check this out. How open are you guys to having someone just make a huge industrial castle of machines?
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I'll need to try this...
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Except Skull, THAT HAPPENED. It WAS code blue, and I (the Captain) DID post a big red warning, if I remember correctly, before repeating it over public comms about six times (plus three extra on Engineering, plus one more time when they explicitly asked me if they could go there. It literally went like "Can I go fix the armory?" "Well, I'm not going to stop you, but you know you're going to get shot") and it happened anyway. So it's not a question of forewarning - there was a metric kilofuckton of warning over and over, even directly to them. And because it's relevant (it's a resolved issue), did I mention that said engineer, after they got shot (and taken to the medbay to heal by the one who shot them even though it meant abandoning their post at investigating the vented armory), took me by surprise while I was trying to coordinate something (since I stayed in the Bridge after I set up the alert and announcement, in case something else needed to be done like call an ERT via fax), shot me 'till I was critical AND decapitated me before throwing all of my stuff (except my ID of course) down a disposal that lead to a bombed, vented area (which the antag damn well knew)? As I said, it's been resolved by I don't remember who (the judgement was that it was not gank and was justified, but DID go overboard). And it is perfectly fine by me, because there WAS some precedent that I failed to see.
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Funny Quotes and Shinanighans from Aurora's characters
Killerhurtz replied to Engineer LaForge's topic in General
Nope, sounds like Space Station Tuiee-teen. -
Synthlimbs explode way too easily, should prob tone it down
Killerhurtz replied to a topic in Archive
I tested this today. It's because when your arm gets torn off, it also does a lot of (repairable) damage to the parent limb. Lost a hand? Half your arm is broken. So on. So really, it's not that bad. I mean - I just killed 12 alien demons with my bare hands with an IPC. People DIED to these things. So it's not that bad.