Nanotrasen Xenobiology Research Foundation
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Nanotrasen Xenobiology Research Foundation
The original idea I had posted in the old forums still stands. Whilst I am still seeking sprites in the sprite request forums for the aliens involved, any and all feedback is welcome, particularly in suggesting more alien ideas.
Design doc is here: https://docs.google.com/document/d/1QdC ... sp=sharing
Design doc is here: https://docs.google.com/document/d/1QdC ... sp=sharing
Ex-/tg/station maintainer for being a lazy shit.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
NO BUT THAT'S ADORABLE :3
Ex-/tg/station maintainer for being a lazy shit.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Nanotrasen Xenobiology Research Foundation
also:
that said this is p. cool
there is approximately a 100% chance this will be used for ERP.A note on “pet” creatures: They will arrive with collars in their crates. The collars can be scanned with a player’s id and placed on the pet. Whilst the collar is worn, if the pet locates its “owner”, it will rush up and nuzzle them.
that said this is p. cool
- Rumia29
- Joined: Fri Apr 18, 2014 4:20 pm
Re: Nanotrasen Xenobiology Research Foundation
I didn't know you were into bestiality. Unless I yearned something somewhat off from what you said.bandit wrote:also:
there is approximately a 100% chance this will be used for ERP.A note on “pet” creatures: They will arrive with collars in their crates. The collars can be scanned with a player’s id and placed on the pet. Whilst the collar is worn, if the pet locates its “owner”, it will rush up and nuzzle them.
that said this is p. cool
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Nanotrasen Xenobiology Research Foundation
there are other uses for collars besides bestiality
*dougies out of topic*
*dougies out of topic*
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
I'm the first person here to appreciate that, but they'll be strictly for the research foundation creatures. The only lewdness would come about by badmins changing mob types.bandit wrote:there are other uses for collars besides bestiality
*dougies out of topic*
Ex-/tg/station maintainer for being a lazy shit.
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
- Byond Username: Kelenius
Re: Nanotrasen Xenobiology Research Foundation
Mind-controlling collars.fleure wrote:I'm the first person here to appreciate that, but they'll be strictly for the research foundation creatures. The only lewdness would come about by badmins changing mob types.bandit wrote:there are other uses for collars besides bestiality
*dougies out of topic*
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Nanotrasen Xenobiology Research Foundation
Mind-controlling collars is one of my myriad fetishes.
I haven't logged into SS13 in at least a year.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
Guys please ;_;
Ex-/tg/station maintainer for being a lazy shit.
-
- Joined: Wed Apr 16, 2014 7:18 am
- Byond Username: Nienhaus2
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
- Byond Username: Kelenius
Re: Nanotrasen Xenobiology Research Foundation
No, really... what if... there was a syndicate version of this collar that works on humans?
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Nanotrasen Xenobiology Research Foundation
Make it an implant or something equally not immediately obvious.Kelenius wrote:No, really... what if... there was a syndicate version of this collar that works on humans?
"Do what I say or I explode your fucking head"
I haven't logged into SS13 in at least a year.
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
- Byond Username: Kelenius
Re: Nanotrasen Xenobiology Research Foundation
No, no, it's a mind-control collar. You are forced to do everything that guy says, kind of like silicon laws.Psyentific wrote:Make it an implant or something equally not immediately obvious.Kelenius wrote:No, really... what if... there was a syndicate version of this collar that works on humans?
"Do what I say or I explode your fucking head"
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Nanotrasen Xenobiology Research Foundation
Oh. Also acceptable, but less fun/cool.
I still say it's something that shouldn't be immediately obvious.
I still say it's something that shouldn't be immediately obvious.
I haven't logged into SS13 in at least a year.
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
- Byond Username: Kelenius
Re: Nanotrasen Xenobiology Research Foundation
Let's be honest, how many people are going to follow order on the treat of being exploded?Psyentific wrote:Oh. Also acceptable, but less fun/cool.
I still say it's something that shouldn't be immediately obvious.
-
- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Nanotrasen Xenobiology Research Foundation
The roleplayers.
Many people would probably charge the implanter.
Many people would probably charge the implanter.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- tunderchief
- Joined: Thu Apr 24, 2014 12:15 pm
Re: Nanotrasen Xenobiology Research Foundation
This.AseaHeru wrote:The roleplayers.
Many people would probably charge the implanter.
Plenty of shitters will deny an antag their cooperation just for the lulz.
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Nanotrasen Xenobiology Research Foundation
Most shitters would rather take the license to kill.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
-
- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Nanotrasen Xenobiology Research Foundation
Yah, the antag.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- Bluespace
- Joined: Fri Apr 18, 2014 1:04 pm
- Byond Username: Bluespace
- Location: UK
Re: Nanotrasen Xenobiology Research Foundation
Why not explosive mind-controlling implants?
They're slaved much like an AI would be and once they're finished, they can explode their head.
They're slaved much like an AI would be and once they're finished, they can explode their head.
-
- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Nanotrasen Xenobiology Research Foundation
That is... Sort of what was suggested...
And there is still the "hurr hurr, kill valid antag"
And there is still the "hurr hurr, kill valid antag"
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
-
- Joined: Sun Apr 27, 2014 7:22 pm
Re: Nanotrasen Xenobiology Research Foundation
Make it policy to follow the guy's orders like goon, and on top of it, make it so that if you attack the guy who implanted you, you recive 150 toxin damageAseaHeru wrote:That is... Sort of what was suggested...
And there is still the "hurr hurr, kill valid antag"
-
- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Nanotrasen Xenobiology Research Foundation
People follow policies? I had no idea. /sarcasm
But really, how many shitters do you see everyday shitting on everyone else in the game by doing moronic shit that violates policies?
The tox damage might be an issue to get working.
But really, how many shitters do you see everyday shitting on everyone else in the game by doing moronic shit that violates policies?
The tox damage might be an issue to get working.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- Drynwyn
- Joined: Fri Apr 18, 2014 5:09 pm
- Byond Username: Drynwyn
Re: Nanotrasen Xenobiology Research Foundation
The tox damage would be doable for melee attacks, but it would be costly and indirect attacks or projectiles would still bypass it.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
It's nice seeing my thread bumped but this should clearly move to a new topic.
Ex-/tg/station maintainer for being a lazy shit.
-
- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Nanotrasen Xenobiology Research Foundation
Point is a good one.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
So after like six months I get these suggestions
Thanks you too
Spoiler:
Ex-/tg/station maintainer for being a lazy shit.
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Nanotrasen Xenobiology Research Foundation
Huh. I actually had similar ideas floating in my head. Have xenobio grow aliens of all kinds. Aliens would have traits and like stats, determining what they eat (perhaps their favorite food, allowing for better offsprings, faster growth, less aggressive behavior, etc.), how much they need to eat (imagine a creature that eats quite literally anything of its size, eats A LOT and reproduces really fast), shit like hp and attack obviously, how aggressive they are, special traits (oozing acid that eats through non-reinforced floors). I think that randomization is the key in all of the science (which is why I believe that currently the whole department sucks balls), so I'd probably have few different species with typical stats and behavior, however still randomized in all specimen, and then may be unique race abilities. So it's a bit chaotic and I didn't think much through, but like I said I just had this in my head.
-
- Joined: Fri Apr 18, 2014 9:02 am
- Byond Username: Miggles
- Contact:
Re: Nanotrasen Xenobiology Research Foundation
after like six months i would have thought youd be through the suggestion-taking-phase
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
I posted this around the same time I got burned out on SS13 and coding. Plus I was hoping for some more critical feedback beyond "mite b cool", which is nice, but I'd like to have an interesting and engaging implementation from the start.miggles wrote:after like six months i would have thought youd be through the suggestion-taking-phase
Ex-/tg/station maintainer for being a lazy shit.
Re: Nanotrasen Xenobiology Research Foundation
Make player controllable aliums and I'll be all for it. My advice would be an intelligence stat which when brought to a certain treshold will allow communication and then later player controllability
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Nanotrasen Xenobiology Research Foundation
I like this, they can be like drones and let ghosts jump in
Also keep it up, xeno is the best part of science!
Also keep it up, xeno is the best part of science!
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Nanotrasen Xenobiology Research Foundation
So did you actually make anything or not?
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
Nah, not yet. I might implement the basic slime core currency and ordering system first, then we can focus on what kinda aliens you can get, basic mechanics, specific alien behaviours etc.
Ex-/tg/station maintainer for being a lazy shit.
Re: Nanotrasen Xenobiology Research Foundation
Make sure to make things that are lethal as fuck so that traitors can trait m8
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
Maybe the order console could be emagged to allow connecting to a black market of lifeforms.deathhoof wrote:Make sure to make things that are lethal as fuck so that traitors can trait m8
Ex-/tg/station maintainer for being a lazy shit.
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Nanotrasen Xenobiology Research Foundation
Well I'm asking mostly because I wanted to try and do something with it myself. Not that I have the time currently.fleure wrote:Nah, not yet. I might implement the basic slime core currency and ordering system first, then we can focus on what kinda aliens you can get, basic mechanics, specific alien behaviours etc.
- fleure
- Joined: Tue Apr 15, 2014 2:50 pm
- Byond Username: Fleure
Re: Nanotrasen Xenobiology Research Foundation
I don't mind collaborating. The goal of the design doc's phase section was to split the workload into (mostly) encapsulated functionality, so if you wanted to get stuck in to one particular aspect, like alien attributes and care, that's fine with me.
Ex-/tg/station maintainer for being a lazy shit.
Re: Nanotrasen Xenobiology Research Foundation
What will happen to the mobs that can be spawned by botany or gold slime cores? What about mining asteroid lifeforms?
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Nanotrasen Xenobiology Research Foundation
Your current way of doing things has the same problem almost everything in science has. It will have the same set of objectives, the same set of rewards and guides on how to get most of it in least amount of effort and time (though in this case slimes do provide some sort of randomization, but still).
What I think should be done is randomization wherever possible. Random central command objectives/requests that give rewards, rather than just a straight up table with how much each core is worth. Black market offers, with potential punishment by central command. Some emergency mandatory tasks that you have to accomplish. Something like that. It will make things a lot more dynamic and interesting.
Rather than having specimens as a reward (I don't even see how it makes sense that xenobiology staff receives xeno life forms as a reward), have them be a center of the actual job. Receiving eggs (or larvas or even baby monsters) and growing them into creatures, studying them in the process.
I thought of three ways of doing this. The first is very much like yours, being that species have their own fixed set of typical traits with possible minor randomizations. Sprites could obviously show their traits in their full glory, like making a big slimey creature that leaves a trail of acid everywhere it goes.
The second way would be to make a bunch of sorta generalized sprites and just go all random on it. The creatures would have less character to them, but it would allow for fun shit like those cute pets gobbling up monkeys by dozens and going on rampage if you fail to provide those monkeys.
The third way, probably the one I'd go with, that or the second one, is some middle ground. Perhaps creatures would have a few traits fixed to their species, but still have some major ones randomized.
The goal of it all could be raising a potent (potency sure could be a thing, like in botany, determining how acid that trail from example above is, for example) creature, having some rare specimen reproduce and sending offsprings to centcomm, actually studying (by determining the traits) an unknown creature, stuff like that.
So I guess my idea of xenobiology is scientists in bio suits slipping on acid trails and stumbling on explosive poo while running from rampaging human eating rabbit. It's basically a rough sketch that I had in my head.
What I think should be done is randomization wherever possible. Random central command objectives/requests that give rewards, rather than just a straight up table with how much each core is worth. Black market offers, with potential punishment by central command. Some emergency mandatory tasks that you have to accomplish. Something like that. It will make things a lot more dynamic and interesting.
Rather than having specimens as a reward (I don't even see how it makes sense that xenobiology staff receives xeno life forms as a reward), have them be a center of the actual job. Receiving eggs (or larvas or even baby monsters) and growing them into creatures, studying them in the process.
I thought of three ways of doing this. The first is very much like yours, being that species have their own fixed set of typical traits with possible minor randomizations. Sprites could obviously show their traits in their full glory, like making a big slimey creature that leaves a trail of acid everywhere it goes.
The second way would be to make a bunch of sorta generalized sprites and just go all random on it. The creatures would have less character to them, but it would allow for fun shit like those cute pets gobbling up monkeys by dozens and going on rampage if you fail to provide those monkeys.
The third way, probably the one I'd go with, that or the second one, is some middle ground. Perhaps creatures would have a few traits fixed to their species, but still have some major ones randomized.
The goal of it all could be raising a potent (potency sure could be a thing, like in botany, determining how acid that trail from example above is, for example) creature, having some rare specimen reproduce and sending offsprings to centcomm, actually studying (by determining the traits) an unknown creature, stuff like that.
So I guess my idea of xenobiology is scientists in bio suits slipping on acid trails and stumbling on explosive poo while running from rampaging human eating rabbit. It's basically a rough sketch that I had in my head.
Re: Nanotrasen Xenobiology Research Foundation
This reminds me of many good rounds in dungeon crawl stone soup where I died to some mundane creature that happened to be carrying stupidly robust artifacts that completely changed how the creature would normally function. Fund it.Lo6a4evskiy wrote:Your current way of doing things has the same problem almost everything in science has. It will have the same set of objectives, the same set of rewards and guides on how to get most of it in least amount of effort and time (though in this case slimes do provide some sort of randomization, but still).
What I think should be done is randomization wherever possible. Random central command objectives/requests that give rewards, rather than just a straight up table with how much each core is worth. Black market offers, with potential punishment by central command. Some emergency mandatory tasks that you have to accomplish. Something like that. It will make things a lot more dynamic and interesting.
Rather than having specimens as a reward (I don't even see how it makes sense that xenobiology staff receives xeno life forms as a reward), have them be a center of the actual job. Receiving eggs (or larvas or even baby monsters) and growing them into creatures, studying them in the process.
I thought of three ways of doing this. The first is very much like yours, being that species have their own fixed set of typical traits with possible minor randomizations. Sprites could obviously show their traits in their full glory, like making a big slimey creature that leaves a trail of acid everywhere it goes.
The second way would be to make a bunch of sorta generalized sprites and just go all random on it. The creatures would have less character to them, but it would allow for fun shit like those cute pets gobbling up monkeys by dozens and going on rampage if you fail to provide those monkeys.
The third way, probably the one I'd go with, that or the second one, is some middle ground. Perhaps creatures would have a few traits fixed to their species, but still have some major ones randomized.
The goal of it all could be raising a potent (potency sure could be a thing, like in botany, determining how acid that trail from example above is, for example) creature, having some rare specimen reproduce and sending offsprings to centcomm, actually studying (by determining the traits) an unknown creature, stuff like that.
So I guess my idea of xenobiology is scientists in bio suits slipping on acid trails and stumbling on explosive poo while running from rampaging human eating rabbit. It's basically a rough sketch that I had in my head.
Who is online
Users browsing this forum: No registered users