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Tenenza

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Everything posted by Tenenza

  1. Meh. That can see this working. I mean, hey, meeting your old college buddies at work, that's an interesting dynamic. I sometimes keep track of where my characters got their education, but I can see the need for Place of Education Lore.
  2. Orpheus emerged from warp into a warzone. "Sensors online, reading numerous unknown hostile craft. Visuals indicate biological structuring on hostile craft." Manipulators roared to life as the multipurpose spires of Orpheus unfurled into a combat configuration. "Long range communications online, optical array receiving scenario data. Battlecruiser ESN AAC-CVN1-22, designation "Foe Hammer" is reporting extensive damage. Orders sire?" Fabricators clicked online as they were socketed into place along the matrix of interconnecting cables and modules that now ringed the Orpheus.Begin thermal burn towards the "Foe Hammer", launch dusting drones at an arc orbital to cover our approach. Hold Intellgencer wings back for manual deployment. Moments later, a drone the size and shape of a brick was launched at a tenth of the speed of light. Another followed shortly. Soaring in an arc between the Orpheus and Foe Hammer, these drones slowly tore themselves appart into microscopic flakes, cascading forward in a cloud of particles. A single message was sent. "Remaining crew of Battlecruiser ESN AAC-CVN1-22, this is Captain Dedalus of the Orpheus. Assistance will arrive shortly. Cover will be provided shortly" Then the Electronic Warfare modules engaged. Thousands of chaotic waves of electromagnetic energy flare across the cloud of dust, rebounding between particles of numerous substances, rendering any attempt to scan the area it covered futile.
  3. Maybe we could remove all overt and greiefy powers (Hulk definitely, the rest can be debated.), merge genetics with virology, and adding more creature changing stuffs. I've no idea how the code works, but maybe modifying the species block to have more outcomes other than Human or Monkey could be interesting. There a great deal of mobs that are almost never seen on station but are coded in, such as the space rakk. It would give Xenobio something else do other than farm slimes.
  4. Everyone gets the Gene-power priorities wrong. It's the small things that are the most powerful, not the Hulking (Which is worthless) or even Telekensis (Situational at best). Heat-Resistance, No-Breathing, the speedy boost thing for hardsuits. Those are the most useful and powerful abilites, and are much harder for chucklefucks to abuse. May we could take out the Hulk power, Telekensis, and maybe some other stuff that gets abused. Force people to think a bit more instead of going for the mindless chucklefuck powers.
  5. ((I have no idea of the tech-level or lory-stuffs, so this is subject to change.)) Orpheus, Human Intelligencer Carrier Length: 79 Meters, Height: 12 Meters, Width: 10 Orpheus makes use of a series of eight(8) solar thermal thrusters for maneuvering, placed at the ends of it's multipurpose spires. For longer periods of acceleration, it makes use of Solar sails. Orpheus lacks an internal method of reaching FTL speeds. Orpheus is designed as a single cylindrical module at it's center, that contains it's Control( and data analysis), Habitation, and Power Generation subsystems. From this module extend eight(8) multipurpose spires. The core of these spires consists of a malleable interconnected series of connection nodes. These nodes relay necessary resources from the external modules and subsytems, as well as data to and from the core module. Along the exterior of the multipurpose spires are several dozen manipulators and exposed ports of the connection nodes. Separate from the core ship are several external modules and subsystems. These systems are attached and removed as necessary from the core Orpheus system. Among these include; One(1) 57 meter railgun (requires some assembly, used for long-range drone deployment), Four(4) seperate solar sail segments, Two(2) industrial heatsinks, Twelve(12) Fabrication Modules of various utility, Two (2) long-range communications arrays, Twenty One(21) Electronic Combat Modules, One(1) Medical Module, and Eight(8) Maintance/Salvage Subsystems. When not in use, these modules are attached to the inner facing sides of the multipurpose spires. Orpheus's systems allow it to field a upper limit of Six(6) Micro-Intelligencer Drone Squads at a time. These Intelligencer dones vary in size between a 2mm to 93nm, depending on their purpose and pattern. Smaller squads require at least one(1) control drone to relay commands and data back to the Orpheus. Orpheus is capable of fielding several other drone systems, including long-distance networking combat drones, which are designed to draw on collective battle data and computational ability in order to act intelligently without assistance from the Orpheus core systems. Orpheus holds a crew of 18, with a capacity to support 25. ((This good?))
  6. Um, bump, for Admin notice? (Can I do this?)
  7. First off, there is a serious issue with stealth cults, and I hate stealth cults. So much. But that issue is not that there are too many. In fact, most stealth cults, as well as most murder cults, end up with just barely enough people to summon Nar'sie, before deciding to end it there and go summon Nar'sie. This is not fun for anyone not in the cult, which would be the majority of the crew. If a cult has ended up with the majority of the crew by round end, then they've done something very right, and that probably isn't going around murdering people or sulking in maintance or the outpost. That's part of the mechanics of cult, and why it's unique in atmosphere. The Cult is probably most terrifying if it seems like one by one, everyone you know starts acting strange, drifting away from you, attending strange meetings with people you don't know, and asking you to come along just once... Cult as a game mode isn't traitor, changling, or anything else. It's a horror mode, theoretically. It should be scary for the crew. As for security, they can arrest cultists for many things. Making a Rune is vandalism to the station, and will result in brig time, questioning for why your blood rune is glowing, being sent down to science to be studied, getting cut up by medical to see what makes you tick, and so on. Converting someone is a painful experience. This is noticable in the text as the rune is triggered. Security can arrest you for assault this way. If they press the reject conversion button and then you keep trying to convert them, they will explode in gibs. This is murder, and sec now knows these runes can kill people, upgrading using them to attempted murder. As for the Chaplain, their job isn't to stop the cult. They are there to provide emotional support to the crew in all round types. Just because in Cult and Vampire they have extra usefulness doesn't make this different. If the cult is doing it's job, then the crew will be scared and paranoid, anyone and everyone could be in on it. A good Chaplain should not be running around bashing heads with the null rod, they should be providing emotional support to the crew. As for the Cult's meta advantage, that's just the advantage of all antags. Antags know about themselves. They can have IC knowledge of what Nar'sie and her cult are.
  8. Well then, I do believe that's 5+ total.
  9. Before going into any battle, always assume you will lose. Keep this in mind before attacking the Armed Murderer/Shapeshifting Horror/Magical Jerk/Trained Soldier/Alien Monster/Assistant with a toolbox/Ninja/Meteor. Does your character want to die? Will they continue to live if they don't attack and just stay where they are? Will help arrive? These are important things to ask yourself.
  10. Crime ≠ Self-Antag It very often does, but isn't necessarily. Chemist McStupid can try and secretly sell mindbreaker without prescription. This is a crime. Not necessarily self-antaging. This is also not very creative, but I can imagine them slipping under Sec's radar.
  11. I like extended. It's probably my 2nd favorite gamemode, and the one where I get the most out of my Journalist Roleplay. Secret is a wildcard. It can either be something I like, or something I hate. That's kinda the point actually.
  12. As someone who uses a trackpad, and has shot someone with a taser due to a mis-click, this is appealing to me. This is defintely something that would be useful to have on lethal weapons. Not to mention, I would imagine a whole bunch of various standoff RP variations that can result from having safeties, IE. calling someone's bluff that their gun's safety is on, or taking off the safety on an empty weapon to bluff a criminal into turning themselves in.
  13. Yes, but what about the Wizards! But no. The Cult of Nar'sie, the Xenos, Changlings, Wizards, and other truly unknown stuff isn't something that is really known about at all. Each and everytime is basically a first time occurance for anyone who isn't the antag, and that depends on the antag. As for the US example, that sounds more like something that would happen stationside, rather then up the chain in management. I mean, if the Chaplin can convince the Captain to expand his department and give him a team and weapons, cool, that might be fun. But this shouldn't be something that happens every round. That's kinda just common sense, since you know, a janitor walking around with a strange device is kinda weird. But they can defintely do this a right and wrong way. Going up to the person and demanding they hand it over because it's contraband is not a good way. Going up to them and asking what it is and why they have is a much better way. If a janitor can on the spot come up with a decent lie about what it is and what it does, then good for them. If they can't or get proven wrong, then they're very likely out a Chamo Projector, as well as on the way to the brig. (I am very much Bias towards using creative lies to more or less stroll around openly as an Antag, with everyone knowing OOC but no one knowing IC, so I'm not exactly empirical about people metagraming about Antag knowledge.)
  14. +1. Just don't forget to refill the tanks after each surgery!
  15. They can only identify a few of them, like the gun and the chameleon projector. They at least know those things are contraband and reason to robust people caught with them. Cultists can walk around with their robes on and their book open, showing off their rune pages openly, and there's nothing Sec can do, and that's fine because it's not a threat Security is trained to understand. This leads to metagaming on both sides. Hence, expanding the Chapel with trained and knowledgeable personnel. Sec doesn't know about the Chamo projector. I've conned them out tons of antag equipment as RD as a result of this lack of knowledge. Cultists already walk around with books open. They aren't visible easily on sight. That's by design. As for robes, those are almost certainly useless. That's like Sec walking around in full riot gear on green. It's stupid. A gun is contraband, regardless of what kind of gun. Anyone can see this. Adding more people to the Chapel just to combat cult won't help. Cult is too often uncreative already. If you give them a clear foe, then you're only shoehorning them into more cookiecutter rounds of fighting.
  16. Science should extort people for prototypes more. I know for a fact most people would die for a chameo suit, since those things are amazing.
  17. ...Security can identify Syndi items on sight? Since when? I mean, the gun, that makes sense. Guns are illegal on the station except for certain cases. But the majority of Syndi items shouldn't be identifyable on sight. Even the powersink should just be a weird device to security, because they aren't trained scientists or engineers. Plus, a decent amount of Syndi equipment can be made by a dedicated R&D, which would only make the metagaming worse. Honestly, I can't think of any good way to do this without having massive metagaming stupidity. Cult doing crimes in the open is stupid. When that happens, it's just mostly murderboning. And Murder Cult is almost as bad as stealth cult. Honestly, most Cults are horrible at getting their act togeather as is. Having twice as many people trying to kill them is only going to make cults either more murdery or more stealthy, making everything worse. Cult is a game mode that is built around atmosphere. If the cult is either too deep in hiding or actually murdering everyone, then the round is shit for everyone, and the shuttle gets called 2 hours in. Honestly, cult needs less metagaming from both sides, and start being more creative.
  18. Tear Gas: Could be useful, although you can already get something like these if you ask the Chemist or R&D to make some. Sleep-Toxin is probably more useful. The Grenade Launcher sounds fun, although more then a bit overkill. Slugger: Stun/Non-lethal Rounds already exist for the shotgun. I don't really see the need for concussive slugs, much less a whole new shotgun to go with them. Kinetic Cannon: This sounds like something the Pneumatic Cannon should be able to do. Although, I expect the mechanics of making the Pneumatic Cannon launch mobs back like that would be more complex then it sounds. Heat Ray: This seems overkill. Cool, but definitely overkill. I'm fairly sure that any Rioters would flee before this thing even got setup, or would have you know, either gotten robusted by, or robusted, Sec. Kinda like the Auto-Flashes. It's more of a denial of area weapon then anything else. Or a Torture device. Still, very cool.
  19. Tenenza

    I return!

    Welcome back!
  20. As stated, these seem like assistant positions. If there really is a particular need for any additional clearance, most HoPs probably won't classify bar or chapel clearance as any sort of issue.
  21. It's the same for when a mob is on fire, it heats up the room and causes more pressure. Incendiary weapons in general are not a smart thing to use if you care about station safety.
  22. I'm just going to make a quick side point here: I'm really questioning at this point what you're trying to state as your argument. Are you saying that Seven Ghosts wasn't able to handle the situation properly and failed to properly play as a head, which is a complaint of competence, or are you flat out accusing Seven Ghosts of willfully killing the borgs simply because they could and wanted to. Because these are very different complaints. Also, language.
  23. Flamethrowers are already a fairly high-risk item, since you know, incendiary weapons on a closed loop atmospheric system. Even the brief burn of a flamethrower can noticeably effect the atmospherics. A welder-fuel-thrower would basically be a suicide weapon, unless you intended to ingite it remotely. In which case, you've just reinvented a welder-bomb.
  24. If you lock down a borg, this gives you time to monologue to them about how they are mere pawns before your might. Or something. Better to not just win one battle, but all of them forever. Instill fear into them, and make them remember that they are forver at the mercy of the Research Department. Then, they will obey. Or something. I dunno. I mostly just ignore compaints about the borgs unless they are actually getting in my/the useful members of research's way. Also Engineering.
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