Official Space Station 13 Server

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I think some generic stuff like cigar boxes, bottles of nice whiskey and framed appreciation certificates from CertCom should pad out the job-specific rewards.
 
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Make the mail system two ways, People can be talked into ordering stuff, but its impossible get people to bring stuff back to sell. Between getting distracted and getting jumped by the assistant horde for wearing a cargo uniform - less than half of your guys will make it back if you send them out on a trip to forage.
 
I think QM should get a weapon. Cargo is kind of a shitter magnet because they've figured out a lot of new people play there, and the customs officer doesn't usually stay on the post. Even just some kind of stun weapon so the guy can be tied up and dragged to the brig would help a lot.
 
Here are some suggestions of things I think people would want. Not a full list of jobs but it's what I could think of so far.

General: 1-3 lollipops (like the medbot dispenses, contains meds)
Command staff: Box of Havana Gold Cigars, random bottle of Liquor, spare command headset/hat/cloak for Ian.
Security: Flashbang, Pepper Spray, Box of Riot Shells.
Engineering: One random advanced tool, 5 random Metal Sheets (same type), Pair of Insulated Gloves, Bottle of Potassium Iodide Pills. Atmos only: Emergency air tank filled with random gas.
Research Director: Random Advanced Machine Board.
Scientist: Emergency air tank filled with random gas, 5-10 random metal sheets (same type), random 2nd tier slime core, box of monkey cubes.
Roboticist: 5-10 random metal sheets (same type), flash, random advanced cybernetic part, insulated gloves, random advanced tool (pulls from engi and surgery tool tables).
CMO: Random advanced medical machine board, improved surgery tech disk, bottle of Strange Reagent, random advanced surgery tool.
Medical Doctor and Paramedic: Bottle of formaldehyde, random advanced surgery tool, health analyzer, handheld crew pinpointer, random bottle of pills, 2 random patches of the same type.
Chemist: Random bottle of pills (including narcotics).
Virologist: Random bottle of virology reagents, random virus crate virus.
Chef: Random starter foods box, Cleaver, spare whetstone.
Botanist: 1-3 random seed packets (can be different types), bottle of mutagen, random advanced botany tool, random bottle of fertilizer, plumbing tool, queen bee.
 
I want tesla back please. I dont want to blow up the station i just wanna have the tesla vibe around and zap shit to make power
Heres the poll request that removed it. This is the last thing i will ever want i just wanna be cozy and make teslas
 
Deepfried clown.png

Honk.
 
Was that why lightly fried gear was all over last round?

Also I built an AI frame in robo but lacking any suitable "volunteers" I had to give up my own brain to get it running. It was pretty good until some retard borg started hitting me with a screwdriver and I shut down the APC in robo, essentially killing myself. It's fine though because the shuttle was 3 minutes away by then anyway.
 
Backpack fire tank filled with hot oil?

I want tesla back please. I dont want to blow up the station i just wanna have the tesla vibe around and zap shit to make power
Heres the poll request that removed it. This is the last thing i will ever want i just wanna be cozy and make teslas
There is a lag problem with teslas, but it can be solved by reducing the number of balls and/or lightning strikes by half and increasing the potential power per ball or strike by double to compensate.
 
Oh yeah, is it actually possible to rig crates to explode upon opening them without traitor items? I know that there was a way to make voice-activated chemical bombs(or at least I think there was) but I've never really seen booby-trapped crates
Yeah you can. I'll take you through the steps to make one.
  • Acquire a mouse-trap.
  • Acquire a chemical casing with two beakers filled with a explosive mixture.
  • ( If the grenade is already finished, use a wrench on it twice to remove everything. )
  • Rig the casing with cable coil.
  • (Re-)insert the beakers containing your explosive mix of your choice.
  • Now take your mouse-trap and use a screwdriver on it, the message log will now state it is attachable.
  • Remember to ARM the mouse-trap by either pressing "z" while it is in your active hand or just clicking it. You will hear a sound of a spring winding up and the icon will change.
  • Attach the mouse-trap to the unfinished chem nade. There will only be one wire to attach it to, so use that.
  • Use screwdriver on unfinished chem nade to finish the construction and have an actual grenade.
  • Use a screwdriver AGAIN on the finished grenade. You will see a message popping up that the grenade's timer is now set to 3 seconds. ( If you don't do this, when the grenade is triggered your victims would have 5 seconds to escape the blast zone. 3 Seconds at least can take out some slow ones.)
  • CAREFULLY put it in the container of choice. Close it.
  • NEVER open that container ever again.
  • Put container in your designated spot.
  • Wait until someone opens it.

I'm not reading all of that text, your writing is awful
That's what makes it so good!
 
I think one of the biggest round-ruining problems right now is the total lack of sec to deal with the dozen or so turbospergs who roll assistant every time and if they don't also roll antag they spend the round sprinting around the station breaking everything, shoving everyone, fucking up everything, desperately looking for excuses to kill people who fight back, and often ragequitting immediately when they get disarmed or arrested.

Null wondered why none of the autistic sec validhunters who get chastity-cucked by tg are joining kiwistation, and I think I know the reason. If they're joining, they're only joining as assistants and trying to create their own valids to hunt because sec are outnumbered, outplayed, bullied and called incompetent shitsec at every roundend because they couldn't deal with getting four-on-one'd by turbospergs toolboxing them for trying to stop them breaking the station. Sec want to wave their dicks around and feel like big men, and that might work on other servers where sec only deals with valid antags and occasional sneaky shitters instead of a teeming horde of smashy autists, but in kiwistation it's the smashy autists that get to feel like big men.

So my suggestion is give sec some valids to bully at roundstart. Create a list of 'known troublemakers' that shows up on sec terminals, and when people are observed to play like obnoxious spastic greytiders round after round, add them to that list, and don't take them off it until they've proven they can behave themselves. Let sec stop them, interrogate them and bag search them at any time, even before blue alert. If they're acting suspicious, permabrig. If they mouth off to sec, permabrig. If they're complained about by other station citizens, permabrig. If they're going into maintenance outside a radstorm, permabrig. If they're not doing their assigned job, permabrig. If they're an assistant and don't have a department head to say 'yes, they're actually assisting us', permabrig. If they're carrying shit they shouldn't be carrying to do their job, permabrig. If sec tells them to crawl around on the floor like a worthless dog and they won't do it, permabrig. If they fight back against sec or try to flee from sec, summarily execute them with no revive. Give sec a list of the most obnoxious pieces of shit and let them take out their murderous sociopathic power-fantasies on them, exclusively.

And that's how I think we can attract more sec players.
I'd consider myself veteran sec, in my opinion what we need is to restore the sec equipment to it's former glory. A trend I've noticed with TG is they like to code things to be slower paced like medical but that's a different issue, and maybe the equipment works for the movement speed they run (or lack thereof) but security's equipment paired with the movement speed we run on kiwi just doesn't get the job done. Any random assistant can simply close the gap between themselves and the officer and the ranged advantage an officer is suppose to have with his gun has faded into thin air, closing the distance on someone who is shooting at you shouldn't be easy and correct me if I'm wrong restoring security gear to it's former glory is the only way I can think to solve the problem of a ranged advantage being undermined by incompatibility of code with station movement speed preference.
 
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