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Showing content with the highest reputation since 09/16/19 in all areas

  1. 8 points
    Hello, everyone. Since becoming an admin I've run various events of different scales, and I'd like to hear the perspectives and opinions of the people involved. If you have any feedback, comments, or suggestions (or want to suggest a new event), lemme know below. Large-scale events: (major, round-spanning events which end up dominating the round) 1. "CentComm Defectors:" 2. "Space Pirates:" Medium-scale events (large events which have an impact on the round, but don't completely take it over): 1. "Colossal Missionary:" 2. "Masked Killer:" Small-scale events (i.e. events that shouldn't heavily interfere with the major events of the round): 1. "Judgmental Mime:" 2. "Lost 'Borg:" Will add other events as they pop up. Feel free to chip in with your own experiences or suggestions, though!
  2. 7 points
    “Warden - Shitsec No More” This is a guide focused specifically on the job of the warden. Certain parts may be applicable to regular Security Officers and the Head of Security when it comes to the use of consoles, processing and timers. Table of Contents: Preface - Terms Used in this Guide Chapter I - Job Outline/Your Duties Chapter II - Job Outline & SoP Chapter III - Processing & Timers Chapter IV - Your Equipment, Consoles, Armory & Storage Chapter V - Permabrig, 'Gulag' & Execution Chapter VI - Closing Notes *Divided into subsections. Preface - Terms Used in this Guide Specifically for newer players or those not experienced with shortened in game terms. Enemy of the Corporation - An Enemy of the Corporation, or EoC, is the in character way of referring to most antagonist types. These range from the Syndicate, Changelings, Vampires, Wizards and so forth. Standard Operating Procedure - Standard Operating Procedure, or SoP, is a departments operating procedure. Every department is to follow their SoP or the employee could face demotion. Brigging - Brigging is a term to describe the processing and sentencing of a prisoner. Chapter I - Job Outline/Your Duties Congratulations! You have been selected to be a Nanotrasen Corporate Security warden! Your job is as follows: Oversee the maintenance of the Station’s Brig & Armory. You are to ensure all the guns are within the armory, that evidence is kept within evidence storage, that processing remains in one piece and that all security lockers remain locked when not in use. Oversee and handle the processing of prisoners. You are responsible for the treatment, proper processing and imprisonment of all prisoners that go in and out of the Station’s Brig. Know and obey Space Law and Security SoP. You are essentially the second in command of the Security department. You are expected to have better knowledge than an officer when it comes to interpreting and understanding Space Law and Standard Operating Procedure. Links to each respective guide can be found here: Space Law & Security SoP Oversee the Perma-Brig, make sure prisoners are healthy oversee executions when required. You are responsible for the entirety of the Station’s Brig and ALL prisoners therein. This includes those in the Perma-Brig,those in either solitary confinement, and lastly, those awaiting execution. Be prepared to step up to the position of Head of Security if needed. As the second in command of the Security department you are to be prepared to step up and take over if the Head of Security is unavailable. Keep in mind you are NOT a normal Security Officer. This job specifies around processing prisoners, managing timers, overseeing the armory and making sure officers conduct legal arrests. If this feels too slow paced you may wish to try Security Officer instead. Chapter II - SoP & Space Law Section I - Space Law “I AM not THE LAW!” Space Law is not as complicated as IAA may have you believe! Nanotrasen has set up an entire law rulebook for you! It is suggested that one has their copy of Space Law open on a tab while playing. That said, review the following hypothetical. The clown throws acid peels on the ground outside of the bridge. Three people slip on said peels and receive moderate burn damage. What do you do? A. Beat the clown, steal his kick-ass shoes and shove him in the electric chair as punishment for his actions. B. Charge the clown with Workplace Hazard (200) and Assault (202) for 10-20 minutes. C. Permabrig the clown because acid peels must mean he’s an EoC. D. Charge the clown with three accounts of Battery (102) and Workplace Hazard (200) for 15-30 minutes. If you answered A - If you answered B - If you answered C - If you answered D - Section II - Security Standard Operating Procedure “SoP is not optional.” Standard Operating Procedure, no matter what the Head of Security or Captain tells you, is not optional. It is suggested that you know the ins and outs of Security Standard Operating Procedure before you play as the Warden. In rare circumstances, Central Command is the only authority capable of overriding Standard Operating Procedure. When in doubt, A-Help. Let’s try another hypothetical now that you’ve read up on SoP. Which of the following is true? A. The Warden may issue non-lethal armor and weapons from the armory at his leisure no matter the code color or situation. B. On code green the Warden may set up portable flashers and barricades in the Brig. C. On code blue the Warden may make arrests. D. On code red the Warden may hand out armory equipment to officers freely without permission. If you answered A - If you answered B - If you answered C - If you answered D - Chapter III - Processing & Timers “My timer should be 5 minutes not 35. I didn’t assault the clown, resist arrest and sabotage anything! Thanks for ruining my experience. I am get admin! ShItSeC!” Once someone is arrested they should be brought into the processing room and either processed by the officer or by the Warden. Although officers can process and brig prisoners, it is highly suggested that you take most cases yourself. Officers can typically handle a 100 level case but it is suggested the warden handle cases such as 200 levels and up. IAA will typically request your presence when arguing with an officer, you should be handling processing by default anyhow. In processing the person should be thoroughly searched; Pockets, the belt and backpack should be thoroughly inspected. When a person is suspected to be a traitor,other actions should occur - such as making sure to search their PDA and radio headset to check for a Syndicate uplink or cartridge. Evidence found linking someone to a crime is to be confiscated and placed into evidence storage with, preferably, a labeled evidence bag. You can label evidence bags with a hand labeller, which can be found in Evidence Storage. Timers are dictated by Space Law. As stated in Chapter 2 you are to know Space Law well and should consult the book if needed. If a criminal complies, surrenders or otherwise works with you, you may adjust their brig timer appropriately. If you have a Magistrate aboard the station you will have to work with them when it comes to deciding on Brigtimers. While it is your job to process, Brig and set timers it is the Magistrate’s to make sure timers are both correct (In respect to Space Law) and ‘fair’. If a person manages to rack up enough crimes to equal 60 minutes of brig timer is a five time repeat offender (for the same crime) you may proceed to place them in the Perma-Brig them. Chapter IV - Your Equipment, Consoles, Armory & Storage Section I - The Warden’s Locker “Warden! Gimme badge gimme badge gimme badge” Your locker contains most of the things you will need to start a code green shift. It contains the following: Security Belt - Equipt already with a Seclight. (I suggest placing the spare Seclight in your pocket or mount it on your taser) Spare Taser - Incase you lose yours. Warden Clothing - To look snazzy. Just don’t forget to up your suit sensors. Pepper Spray - Spray n’ pray. Only works if the target is not wearing eye or mouth protection. Stunbaton - Used to stun prisoners. Or harmbaton the Clown for fun. The latter is not suggested. Warden Mask - Operates similar to a Security gas mask but covers the entire face. Spare Security HuD - Incase you lose yours. Krav Maga Gloves - These are a HIGH RISK ITEM! Do NOT lose these! Wearing them gives you special take down, mute and ‘stop breathing’ moves as well as do more punch damage. These items should either be kept on you or within the locker at all times. Section II - The Warden’s Consoles “Warden, set some guy with a green afro to arrest. I don’t know who, I didn’t catch the name.” In the above picture you will notice that there are three consoles in the warden’s office. These consoles are as follows: Implant Management Console - This console allows you to view the implants you have placed into prisoners. If a tracking implant is used you may send an internal message to the implanted person and track their exact coordinates while on station. If a chemical implant is used this is where you can activate it. Security Records Console - This console is the same one you will find at the Security front desk. It can search and adjust Security records. This is how you would set someone to arrest. This one is a bit ‘safer’ to use as you do not have to sit at the front desk to use it. Remember to log yourself out after use. Security Cameras Console - This console allows you to use the security cameras around the station to check on remote areas. It is suggested that you monitor these if you have nothing else to do. The amount of times officers have caught someone trying to cremate a body in front of a camera is staggering. Cell Management Console - This console can remotely control the prison cells within the brig. The Warden can use this console to adjust times, release prisoners and view the reason given for the prisoners timer. Section III - The Secure Armory “Yo warden, give me a riot shotgun. So what if it’s code green?” The Secure Armory is where all of Securities’ lethal and non-lethal weapons are to be stored. Upon round start you should find a piece of paper on your desk stating what the armory should contain. This may depend upon if you have the normal armory layout or if Central Command graces you with the “experimental armory” which contains different weapons. By default it’ll contain the following: Three Laser Guns - Lethal mode is the only mode on these. Three Energy Guns - These can switch between lethal and disable. They can also mount a Seclight. Three Spare Tasers - These do not include the extra found in your locker. They can also mount a Seclight. Three Riot Shotguns - These come pre-loaded with rubber bullet non-lethal shells. Used during riots to suppress and disable protesters. Three Boxes of Buckshot - These are lethal rounds for the riot shotgun. Only to be issued on code red to shotgun users. More effective the closer you are to your target. One Box of Tranquilizer Darts - These are non-lethal rounds for the riot shotgun. They put a target to sleep while dealing minimal damage. Two Boxes of Beanbag Slug Shells - These shells operate similar to rubber bullets but fire a single slug projectile. These are identical to what the Bartender uses to keep the peace. Bulletproof Armor & Helmets - Located beneath the ion rifle and ablative vest is a single rack containing helmets and chest pieces. These are better than normal armor for officers. Riot Armor, Helmets & Shields - The riot armor and helmets are some of the best armor Security has access to. However it is notably bulky. The riot shield is able to deflect around 50% of physical attacks such as bullets or stabs that comes towards the wearer. The Riot shield can be worn on the back, but it does not provide protection when worn that way. Ion Rifle - The ion rifle is extremely useful at taking down borgs, mechs, AI’s, IPC’s and other beings that are susceptible to electromagnetic pulses. BE CAREFUL if an officer takes this! The last thing you need is a shitsec officer thinking this is a normal rifle. Ablative Vest - This vest is similar to armor but protects the wearer better from energy related projectiles. This is an IMPORTANT ITEM so make sure it stays secured! Section IV - The Armory/Storage “Sorry, Warden. I broke into your office for a free chem implant. But hey, I have meth now!” The armory is directly above the wardens office and directly to the left of the secure armory. This is where extra non-weapon security equipment is stored as well as the Warden’s implants, portable flashers and deployable barriers. Your equipment in here is as follows: Spare Boxes of Flashbangs - Very helpful for security officers incase the vendor in the front runs out. Sectech Vending Machine - This machine can be found next to the security lockers beneath the secure armory. Sec lights, zip ties and so forth are found in these. Helpful to use this one if the other runs out of items in it. One can also hack these machines for security hailers. Biohazard Locker - Used incase of a virus outbreak or handling materials that could infect someone. This suit is nearly worthless. Bomb Suit Locker - Allows the wearer to survive explosions. Typically should be used when defusing bombs aboard the station. Deployable Barriers - These can be used to block off areas of interest, such as hacked open doors.r They can also make choke points to aid Security incase of a Brig raid. Now in grenade form! Deployable Flashers - These can be set up around the brig with a wrench to blind those who do not wear sunglasses or security HuDs. However these will stun security borgs! Tracker Implants - Tracking implants are found within the tracker implanter box. Inside should be a set of tracking implants in their case and an implanter. Chemical Implants - Chemical implants are found within the chemical implanter box. Inside should be a set of implants in their case, an implant viewer and implanter. Mindshield Implants - Mindshield implants are found within the Mindshield implant lockbox. Any officer can unlock the box. Inside should be a set of Mindshield implants and an implanter. You’ll need to unlock the box before the contents can be accessed. Mechanics Toolbox - The mechanics toolbox is nothing special but contains useful tools. A wrench can set up deployable flashers. A screwdriver can adjust one’s security mask setting and a welder can aid in welding the Brig’s many vents. Chapter V - Perma-Brig, ‘Gulag’ & Execution Section I - Perma-Brig & Preparation Following Space Law any containable EoC’s as well as anyone who has committed an exceptional or capital crime should be processed, search and prepared for transfer to the Perma-Brig. The Permabrig is more isolated than most of the station but that does not mean you can ignore it. Escape attempts may occur. To prevent escape, one should follow the proper process for permabrigging. Search Syndicate EoC’s for implants. Brigging an EoC with an EMP or storage implant can be potentially hazardous to yourself and the Station at large. As such, implants should be searched for and removed as soon as possible. This can be done via Organ Manipulation surgery on the chest. Surgery can be performed by the Brig Physician or a Medical Doctor. When handling an EoC in general medical, it is advised you consult the Chief Medical Officer, or bring another Officer along with. See to a termination of the prisoner’s ID. It is suggested to do this while the prisoner is undergoing surgery. It is the HoP’s job to terminate ID’s so do not be afraid to ask him on security coms, PDA or in person. Sometimes it is best to task an officer to do this for you if you are under severe pressure, or you can’t be bothered. Dress the prisoner in proper clothing and confiscate their headset/PDA. If you have not already confiscated the prisoner’s headset and PDA do so while dressing them in prison clothing. The prisoner should be given a new headset from the locker. You may give the prisoner a new PDA but do NOT return them their old PDA. Only the original PDA modified and issued by the Syndicate round start is capable of containing a radio-uplink. Implant the prisoner with a tracking implant. This should be done so one may passively track the prisoner in case of escape attempt, or alternatively of parole. Chemical implants are suggested for Vampires or particularly rowdy prisoners. Lock the door to the perma cell. Perma cells are where the beds are located in the Perma-Brig. You should press the button on the wall to lock the door to prevent other perma prisoners from ambushing you with any shenanigans. If you feel you may not be able to handle this yourself ask your fellow officers or the AI to watch you while you place a new prisoner into Perma. Undo the cuffs and stun as per usual brigging. Make sure you do not leave any materials or items in the cell with the prisoner. Remember, ALL perma prisoners are to be evacuated to the escape shuttle at the end of the shift. Take proper precautions to make sure you are able to cuff them and haul them to the shuttle. It is highly recommended to have officers assist you in this to avoid escapes. Ensure that Perma prisoners are buckle-cuffed to the shuttle chairs in the security section, lest they escape while you handle the general evacuation. All prisoners who escape the permabrig are immediately flagged as ‘Kill on Sight’. Be sure to update their records to reflect proper crimes whenever possible. If re-apprehended it is suggested that you ask the Magistrate’s permission before executing an escaped prisoner once recaptured. You should do all in your power to re-capture Perma Prisoners. Lethal force may be used at your discretion. For those who do not know how to use *chemical implants, here is an easy step by step. Take the chemical implant in its case out of the box. Hold the chemical/substance you wish to load the implant with in your other hand. Pour the liquid into the chemical implant. Take the implanter out of the box. Use the implanter on the chemical implanter to take it out of its case, thus loading the implanter. Use the implanter on the prisoner. *Vampires should receive holy water chemical implants while a Syndicate member should receive an ether implant. Or liquid ants. Section II - ‘Gulag’ The ‘Gulag’/Labor camp can be utilized for either prisoners deserving perma or as a sentence to those with major crimes but not having any perma-able offenses. For those without a perma-able offense, use the prisoners prison ID on the console located in the labor shuttle bay. Adjust the points to be proportionate to the punishment. The console should do the conversion of minutes to points for you. For those who are an EoC or have committed either an exceptional or capital crime proceed with permabrigging as normal. After having the prisoner checked for implants, dressed and injected with a tracker/chem implant - transport them onto the shuttle. The prisoner may be left unattended at the labor camp but it is typically recommended that the Warden keeps an eye on them via the security camera console. Gulaging someone has the benefit of making a prisoner mine valuable resources for the station. However there is a danger of leaving a possibly violent prisoner down on lavaland, even if he is isolated from the general miners via a lava chasm. Section III - Execution All executions should be done in accordance SoP as well as Space Law. To execute a prisoner you MUST have either the Magistrate’s approval or the Captain’s approval if the Magistrate is not present. Neither you or the Head of Security have the right to order an execution. The steps of a proper execution are as follows. Terminate the prisoner’s station ID. If this is not done the execution is considered UNLAWFUL and can result in murder or manslaughter charges. The prisoner is to be dressed in proper prison clothing. All non-prison clothing should be kept in the prisoner gear lockers located outside of the perma hallway. Authorization to carry out the execution must be given by the magistrate. If the Magistrate is unavailable, the judgement falls upon the Captain. If the Captain is also unavailable, Central Command must be faxed for authorization. The Prisoner is to be set to execute with their crimes clearly labeled. The authorizing official's name should be recorded on the security record under ‘notes’. Right before execution the prisoner is to be allowed to say their final words. It comes down to the decision of the Magistrate, Head of Security or Warden how those words will be heard. Typically the prisoner should either be given a headset to record his last words to the crew or, if fearing unrest from crew, simply record their last words via a recording device. It is suggested to have a medical personnel or the brig doctor on site to verify the prisoner’s death. This is not mandatory, but highly recommended. The prisoner may request a Chaplain to be present. The Head of Security has final say if they wish to allow this or not. It is suggested that the Chaplain is summoned if the prisoner requests so. Standard Execution Methods: Electric Chair - The electric chair is the most common form of execution. Simply place the cuffed prisoner into the chair and activate the receiver found on the table. Lethal Injection - Lethal injection is a common form of execution. The prisoner is to be buckled into the electric chair or bed located in the execution chamber. The locker in the corner contains syringes full of lethal fluids. Needless to say this execution method is not possible for IPCs. Firing Squad - Firing squad is considered one of the most common forms of execution next to the electric chair. Buckle the prisoner into the chair. After they state their last words any security wishing to perform the execution may open fire with any lethal ranged weapon. Asphyxiation, Gas/Space - Asphyxiation is another rare yet standard form of execution. The prisoner is to be placed into the electric chair, the air valve turned off to the room and the blast doors opened. Once the prisoner dies from asphyxiation one is to close the blast doors, reopen the valve and allow the room to repressurize and vent. This method is not available on Box Station as there are no blast doors. You may also asphyxiate a prisoner by injecting non-breathable gases into the room via a Canister Port. There should be one placed obviously next to the air-switch in each station’s respective execution chamber. Prisoner Request - The prisoner may request other forms of execution. It is up to the magistrate if this is acceptable or not. Some examples include: execution via harm baton, execution via mass driver while in a casket, execution via force-fed mint, execution via beheading, etc. The prisoner is not entitled to decide his execution method. Execution Alternative, Exile - Exile is an alternative to execution and requires either the Magistrate, Captain, Head of Security or Warden to approve of. To exile a prisoner you are you bring him to the gateway room, inject them with exile implants found within the room inside the exile implant locker. Once implanted he is to be prepared with food, a breathing mask, an oxygen or other breathing tank and an emergency auto-injector. Afterward they are to be shoved into the Gateway. This implant should successfully prevent the prisoner from returning to the station via gateway. Congratulations! You’ve made it through till the end! Feel free to leave feedback and correct this guide if it was wrong in any way!
  3. 7 points
    So, a certain Vox, Krikikachik, turns themselves into a hell hound a LOT. Now, I'm not one to judge but... I had the sneaking suspicion that it was a reason. I have discovered that @BeanOS's Vox actually wants to be a hot dog boy. I don't know why I made this... I spent... a bit too much time.
  4. 6 points
    It is time for the worst best art to ever grace the forum. Kicking off strong with a speedy wizard boye:
  5. 5 points
  6. 5 points
    Oh yeah, I forgot to post this. Speak of the devil, this is @Spacemanspark 's ANGELICA! It was a quick ol' thing... and uh, you can probably see I've been over-using the sparke brush. I'm trying to take Dreamy's advice on backgrounds. I'm GETTING there. Maybe.
  7. 4 points
    ...and without the blood or clown
  8. 4 points
    I'm experimenting with seeing how useful my work can be as an educational resource for new sec players. I'm not sure how many new sec players look at this thread, but I keep seeing the same mistakes repeated over and over again in regards to dealing with certain threats. If this gets positive reception I might release more visual PSAs for new security. So, my first topic here is going to be a few basic pointers on xenomorph combat: Second piece of advice: Head protection. Of @Fursamie's character, Domitia Aquila. First time I've managed to a request without it going terribly. This was from a Nuke Op round that took place sometime last year, if I remember correctly. As a gimmick we decided that all of the team would hide, fully equipped, inside a single cardboard box, and get as close to the nuke disk as possible before jumping out. We only got as far as dorms before a nosy civilian opened our box, but it was a hilarious, glorious failure. Having played in sec for long enough, I find that long-term regular players tend to fall under similar 'personality types'. Bolton Grey and Chad Wolf are good examples of this: They're both ridiculously robust, know their stuff, and can be trusted to hold their own in a chaotic situation... if you can convince them to stop goofing around for fifteen seconds, that is. I think most sec regulars who play in the afternoons are familiar with Cardiox and his vampire shenanigans at this point. He's quite a challenge to deal with when there's a competent sec team. When there isn't, well... From either a cultist round or a changeling round, can't remember which. In any case, sec had already 100% redtexted the antags, so an admin (pretty sure it was Spark, but I'll give it the benefit of the doubt just in case) decided to spawn 2 perfect copies of Cecilia and gave control of them to players from Dchat. This was around the same time as the Heathers collab with Phantasmicdream, so needless to say, dropping references to the musical was one of the first things I thought of. Space Lube: 'Because fuck you, that's why'. "That HoS was bad. Why did they keep ignoring me?" I'd elaborate but this image sucks out my will to live the longer I look at it, so I'll sum it up like this: This is what happens during Highpop when there's no warden or magistrate. If it seems like Cecilia's ignoring you, believe me when I say she doesn't do it on purpose.
  9. 3 points
    Yo guys, i have been playing for a while (has you may have seen by just being in the server with the great Cat Lopez) and this is my first post here. So guys, i really like the community and enjoy playing in paradise
  10. 3 points
    You know, I think I like this style a bit more... It's pixel-ie and suits the more simple drawings that I do for this. Anyway, here's your N.N.O, Alyssia! So fluffy, but if you try and pet, you will probably be promptly dead'd.
  11. 3 points
    Here we have Zeke, who had a stressful shift and needs to unwind. He probably has a lot of bubble baths...
  12. 2 points
    I guess I never made one of these. I've been here a little.. I actually started playing SS13 3 years ago but the controls made me give up the game. I tried it again a year later and I hated combat controls. I tried it again a few months ago after being introduced to Paradise and it turns out hey this is pretty neat. So I learned everything about SS13 basically with I first started Paradise this year. I play the following in order of most (IN)FAMOUS: Vin Croi: the female snarky serious vulp who has a major in psychology and a backstreet major in.. surgery? X.V.M.: the sad little security IPC robot that wants to be respected but everyone just rubs her head instead Dayana: just a character I rarely play who is mostly an innocent slime character who never does anything wrong or evil and just wants to do good for the station and help everyone. yeah sure. I also have art for my characters but I am in bed and I can't sleep please send help I have a Inorganic Chem lab in 10 hours oh god oh fuck
  13. 2 points
    i had quite a few ideas on what the officer could be fighting but a clown got selected other ideas included a shadowling, a vampire or a changeling
  14. 2 points
    My name is Riff/y/s. I'll answer to any of 'em really. I'm new to SS13 but I'm lovin' it so far, especially here. I'm not quite proficient with most of the jobs yet, but I'll get there. Anyway, I'll catch'ya around!
  15. 2 points
    Hey! Welcome to Paradise Riff/y/s SS13 can be a pain to get used to, but soooo worth it. If you ever need help, feel free to ask anyone, whether its myself (keep an eye out for a robot named TURING), another player, or the admins. I reckon we're a good lot. Well, I am anyway
  16. 2 points
    As the lucky ghost that got to play the masked killer, I agree with your recommendations. It was very sad I had to ditch the fire axe. Also it was good you gave me a health hud after the first victim, I didn't realize the meathook did that much damage. The meat wagon was hilarious but started to feel unfair with how I just outpaced security, which is part of the reason I decided to ditch it and give them more of a chance. Which promptly led to my death of course but it at least meant I didn't outstay my welcome.
  17. 2 points
    Spoilers in the forums now display like this: The change is that you can now read them - no more light text on a light background. Credit @Rebel0 for the extensive spoiler use that made me first notice this issue, and @xProlithium for poking me enough that I fixed it.
  18. 2 points
  19. 2 points
    ;g absorbing AI in captain office Slith as changeling
  20. 2 points
    My point IS that if there's no mechanical nerf at least there should be some sort of adjustment to SOP/Space Law preventing miners from walking around with killing gear in hand at all times, because no other department can legally do that. As far as making a big deal over nothing, I suppose that depends on what side of the issue you're on, because I've never seen a blob/xeno/tspider round instantly discovered by a scientist or a roboticist or a chemist walking around with dangerous items looking for trouble. Can't say the same for mining, where it's a frequent occurrence.
  21. 1 point
    NT Rep Emily-7 posing with an Enforcer pistol
  22. 1 point
    nice! I really like seeing shitcurity in action. The only thing misisng is maybe AI and Borg Artworks
  23. 1 point
    Daum, i actually feel bad for the clown. Very nice
  24. 1 point
    Clown was best choice
  25. 1 point
    this is GOOD ART. Nice work. Face expressions are heckin on point
  26. 1 point
    Personally, I like to group them so that I am doing all the protolathe things first, then the circuit imprinter after, and space them out into groups that I can print at a time, so less time is wasted going back and fourth. toolbox,(Combat: 1) welding tool,(Plasma: 1) Protolathe Basic Capacitor(Power: 1) Micro Manipulator(Materials: 1, Data: 1) Basic Micro-Laser(Electronics: 1) Tracking Beacon(Bluespace: 1) High-Capacity Power Cell(Power: 2) Reagent Scanner(Biotech: 1, Plasma: 2, Electronics: 2) advanced hard disk drive(Data: 2, Engineering: 2) global positioning system(Bluespace: 2, Materials: 2) Health Scanner HUD(Biotech: 2, Electronics: 3) Security HUD(Combat: 2) Holographic Sign Projector(Data: 3) Advanced Capacitor(Power: 3) Advanced Matter Bin(Materials: 3) Mining Drill(Engineering: 3) Advanced Reagent Scanner(Biotech: 3, Electronics: 4, Plasma: 3) Large Grenade(Combat: 3) cybernetic heart(Biotech: 5) cybernetic heart(Biotech: 5) Circuit Imprinter "Gygax" Weapons & Targeting Control module(Combat: 4, Data: 4) SUPERPACMAN-type Generator(Power: 4, Engineering: 4) Teleporter Console (Bluespace: 3) Quantum Pad Board(Bluespace: 4) wired network card(Data: 5) Chem Dispenser(Materials: 4, Plasma: 4)
  27. 1 point
    Nobody uses exile implants honestly
  28. 1 point
    now I wonder.. do the bubbles mess with his gills?
  29. 1 point
  30. 1 point
    Sept 19: freestylalt has returned from leave, and resumes his position as Game Admin
  31. 1 point
    Thanks for the very nice guide! I'd just add the locations of soaps and space cleaner and tell folks that keeping brig clean is wardens job.
  32. 1 point
  33. 1 point
    Well, can you blame them... Who wouldn't want to be a hot dog boy.
  34. 1 point
  35. 1 point
  36. 1 point
    War Ops is undeniably a very fun experience. Who doesn't like the opportunity to pilot a DARK MAULER all day long? And nothing will really change that. It's a truly epic fight, chronicled for the ages... ...one which the station always wins. Why is that, you may ask? You could blame it on a lot of things. But the thing which I find critical to the success of war ops is speed. Part of why war ops loses all the time is that they spend enough time faffing around, buying equipment, waiting for that one player to reconnect, that by the time they arrive, the Captain is secured in the brig surrounded by a ton of reinforced windows and armed crewmembers. So now we have our concept. Without further ado... The Step-By-Step Guide to Succeeding as War Ops (assuming you're leader) Don't waste time deciding if you're going to go war or not. Decide before hand. Obviously if you're reading this, the answer is a resounding "Yes". BEFORE GOING TO WAR, have your team decide what equipment they want. Yes, this includes you. Have them do it quickly, because you still only have five minutes. You don't need to have everything pinned down, minor stuff can just be ordered on the shuttle or in maint. Weapons and such don't really matter, go crazy with those as long as you don't pick something stupid like the revolver, but it is highly recommended that you pack an emag and at least one C4. While not critical, the entry point might be a good thing to discuss if you have time. Make sure that ALL of your teammates are ready, then push the button. Immediately move to the shuttle and start ordering gear while putting on your hardsuits. Once you're done ordering your stuff, figure out where you want to dock. Don't try to enter somewhere like arrivals, the AI will spot you and make your life difficult. Once everyone is ready, have them buckle up and launch to that preferred spot of yours. I personally prefer southwest so that you can go up through the Cargo maint, but you might have a better plan. If so, go for it. Deploy the nuke, this will prevent people from stealing it. (Not sure if this is allowed, but doesn't hurt to be sure. Charge onto the station, preferably through maint. Use the emag to bypass doors and the C4 to bypass walls and bolted doors. (If you run out of C4, then you're probably screwed, because the AI will trap you and you'll get shot to death. You can buy a whole pack of the stuff, seriously. Consider doing that.) Once you're in the public hallway, you may meet (un)expected resistance in the form of people attacking you with a variety of weapons. Don't go murderboning, because while it's fun, it doesn't actually help. Only kill people who are actively attacking you, and focus on security officers and people with guns. Move towards the pinpointer while doing this, and assuming that you were faster than the crew, things should go smoothly! As if that ever happens. Please keep in mind that I don't play nuke ops much since it's very rare to become one, so feel free to point out any errors in judgement and/or fact. Happy nuking!
  37. 1 point
    I like to think I was rather tamed for once.
  38. 1 point
    We did another one! With the blessed presence of DREAMY this time! It was a good time!
  39. 1 point
    Hello! Any feedback or edits you think I should have to this guide would be very much appreciated. I wrote this out of a bit frustration. A lot of new cultists wind up sitting around doing nothing, overwhelmed with the new complex mechanics dumped on them mid-round. This is targeted towards those people, hence the title. If you have anything else to add, or a good way to condense this even more, please feel free to say so.
  40. 1 point
    Myself and @gangelwaefre tried out some DRAW-PILING just now, and it's a fun time! It's nice to know it works. I've also bothered @PhantasmicDream and @MysticLiger about this too~ So maybe we can do more stuff like this!! This was a short practice session anyhow. If anyone else art inclined wants to join in, just bother me about it~ Gosh I sorta wish we had a dedicated 'art' channel in the discord... ENJOY!
  41. 1 point
    Because I like to have AUs where Zeke is more threatening... maybe because I can never play antag roles very well so I just draw them... so, I one round I decided to just play around as Nurn’kal near the end of a shift and hung out at CC... where I saw a fax I didn’t see earlier and wanted to read it... but I just ended up nuzzling it. Here we have a couple of cool dudes a love round with @xProlithium where they were an officer and I was the NT Rep... there’s a lot that could be said but I don’t know how to say anything! Lol. Of of course I had to draw a sexy drawing of Zeke in the NT Rep outfit... My IPC FAERIE, was a couple of days ago when I brought him out for a round. Was a lot of fun. He like many of my other characters is a bit of a snowflake where he used to be human before but chose to be an IPC to avoid the charges he had.
  42. 1 point
    (I still have no idea what to do with this character.) First Name: Domitia Last Name: Aquila Gender: Female Orientation: Bisexual Nicknames/Alias: Dom/Dumbitia/Nerditia/Fatitia/Tequila/Shitasscuntmotherfuckerpieceofshit Picture(If Available): Age/D.O.B: 30 Place Of Birth: Mars, New Rome Species: Human Blood Type: O- Alignment: Neutral Chaotic Affiliation: SolGov Religious Beliefs: Atheism Detailed Information Appearance: Stands at around 5'7 with pitch black hair, most likely dyed. Her hair is usually put into a ponytail - if not, it probably looks as if she's been struck by lightning. Character Voice: Personality: Obviously not mentally stable. Medical Record: Character Biography Background: TSF Loyalist, communist hating, minimum wage lunatic. Family: Augustus "Shameful" Aquila - Father, 60 Brutus Aquila - Mother, 62 Justus Aquila - Brother, 14 Marcella Aquila - Sister, 39 Personal Relationships Romantically Involved | Romantic Interest | Admire | Respected | Close Friend | Good Friend | Friend | Acquaintance | Neutral/Unsure | Dislike | Hate | Despise | Death Wish | Fear Faction Relations Allied | Love | Like | Neutral | Dislike | Hate | Enemy (Allied)Nanotrasen - "Questions are better left not asked with this company." (Dislike)The Wizard Federation - "These guys REALLY don't have anything better to do other than fuck about with spells?" (Allied/Like)Trans-Solar-Federation - "Served with the best and the brightest, capable men and women who knew what they were doing." (Enemy)USSP / Space Russia - "No good communists. Better dead than red." (Enemy)Syndicate - Bunch of terrorists, really. Other Information ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOME(now TSF flavoured)
  43. 1 point
    It's off by default for antag reasons, nobody else can scream for help while dead after all. A better idea might be to allow posibrains to succumb/ghost without losing respawn, assuming that's not already a thing.
  44. 1 point
  45. 1 point
    Playing along with some coloring details. And an attempt to make a semi-poster-screen.
  46. 1 point
    Edit: Added history and an extra personal relationship.
  47. 1 point
    Have uh..this thing i have mainly mixed feelings about with really. I kinda drew a blank of what the main purpose this was but i suppose it looked cool.
  48. 1 point
    Have a uh..idea i had after i had been playing alot castle crashers. I'mnotbadatitiswear.
  49. 1 point
  50. 1 point
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