Nanotrasen Xenobiology Research Foundation

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fleure
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Nanotrasen Xenobiology Research Foundation

Post by fleure » #762

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
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Re: Nanotrasen Xenobiology Research Foundation

Post by bandit » #820

is acro supposed to be this li'l guy

http://www.spriters-resource.com/resour ... 3/2816.png
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #827

NO BUT THAT'S ADORABLE :3
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Re: Nanotrasen Xenobiology Research Foundation

Post by bandit » #833

also:
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.
there is approximately a 100% chance this will be used for ERP.

that said this is p. cool
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Re: Nanotrasen Xenobiology Research Foundation

Post by Rumia29 » #873

bandit wrote:also:
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.
there is approximately a 100% chance this will be used for ERP.

that said this is p. cool
I didn't know you were into bestiality. Unless I yearned something somewhat off from what you said.
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bandit
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Re: Nanotrasen Xenobiology Research Foundation

Post by bandit » #875

there are other uses for collars besides bestiality

*dougies out of topic*
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #922

bandit wrote:there are other uses for collars besides bestiality

*dougies out of topic*
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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Kelenius » #924

fleure wrote:
bandit wrote:there are other uses for collars besides bestiality

*dougies out of topic*
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.
Mind-controlling collars.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Psyentific » #926

Mind-controlling collars is one of my myriad fetishes.
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #930

Guys please ;_;
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Re: Nanotrasen Xenobiology Research Foundation

Post by Nienhaus » #946

Image
... I couldn't resist myself
Also fuck images only being able to be 700 wide.
Hey.
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Kelenius
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Re: Nanotrasen Xenobiology Research Foundation

Post by Kelenius » #964

No, really... what if... there was a syndicate version of this collar that works on humans?
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Re: Nanotrasen Xenobiology Research Foundation

Post by Psyentific » #965

Kelenius wrote:No, really... what if... there was a syndicate version of this collar that works on humans?
Make it an implant or something equally not immediately obvious.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Kelenius » #967

Psyentific wrote:
Kelenius wrote:No, really... what if... there was a syndicate version of this collar that works on humans?
Make it an implant or something equally not immediately obvious.
"Do what I say or I explode your fucking head"
No, no, it's a mind-control collar. You are forced to do everything that guy says, kind of like silicon laws.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Psyentific » #968

Oh. Also acceptable, but less fun/cool.
I still say it's something that shouldn't be immediately obvious.
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Kelenius
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Re: Nanotrasen Xenobiology Research Foundation

Post by Kelenius » #1031

Psyentific wrote:Oh. Also acceptable, but less fun/cool.
I still say it's something that shouldn't be immediately obvious.
Let's be honest, how many people are going to follow order on the treat of being exploded?
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Re: Nanotrasen Xenobiology Research Foundation

Post by AseaHeru » #1125

The roleplayers.

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by tunderchief » #1635

AseaHeru wrote:The roleplayers.

Many people would probably charge the implanter.
This.

Plenty of shitters will deny an antag their cooperation just for the lulz.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Drynwyn » #2416

Most shitters would rather take the license to kill.
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Re: Nanotrasen Xenobiology Research Foundation

Post by AseaHeru » #2426

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Bluespace » #2428

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by AseaHeru » #2430

That is... Sort of what was suggested...

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Fuzzeldorf » #2808

AseaHeru wrote:That is... Sort of what was suggested...

And there is still the "hurr hurr, kill valid antag"
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 damage
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Re: Nanotrasen Xenobiology Research Foundation

Post by AseaHeru » #2916

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.
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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Drynwyn » #2979

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.
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #2990

It's nice seeing my thread bumped but this should clearly move to a new topic.
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Re: Nanotrasen Xenobiology Research Foundation

Post by AseaHeru » #3079

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.
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #45405

So after like six months I get these suggestions
Spoiler:
Image
Thanks you too
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Re: Nanotrasen Xenobiology Research Foundation

Post by Lo6a4evskiy » #45551

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by miggles » #45560

after like six months i would have thought youd be through the suggestion-taking-phase
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #45576

miggles wrote:after like six months i would have thought youd be through the suggestion-taking-phase
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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by deathhoof » #45594

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
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Re: Nanotrasen Xenobiology Research Foundation

Post by Wyzack » #45595

I like this, they can be like drones and let ghosts jump in

Also keep it up, xeno is the best part of science!
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Re: Nanotrasen Xenobiology Research Foundation

Post by Lo6a4evskiy » #45616

So did you actually make anything or not?
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #45617

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by deathhoof » #45631

Make sure to make things that are lethal as fuck so that traitors can trait m8
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fleure
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #45636

deathhoof wrote:Make sure to make things that are lethal as fuck so that traitors can trait m8
Maybe the order console could be emagged to allow connecting to a black market of lifeforms.
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Re: Nanotrasen Xenobiology Research Foundation

Post by Lo6a4evskiy » #45639

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.
Well I'm asking mostly because I wanted to try and do something with it myself. Not that I have the time currently.
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Re: Nanotrasen Xenobiology Research Foundation

Post by fleure » #45640

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by deathhoof » #45644

What will happen to the mobs that can be spawned by botany or gold slime cores? What about mining asteroid lifeforms?
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Re: Nanotrasen Xenobiology Research Foundation

Post by Lo6a4evskiy » #45647

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.
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Re: Nanotrasen Xenobiology Research Foundation

Post by deathhoof » #45651

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.
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.
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