Favoured Stations/Control Stations
- AnonymousNow
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Favoured Stations/Control Stations
It's a well-established rumour (or more than a rumour, amongst the brighter members of Nanotrasen staff) that the "plasma research stations" that it dots the inky black with are only vaguely research-orientated.
They're more like prisons. Or asylums. Places to keep those people who really shouldn't be unleashed onto the general public. The stupid, the criminal, the downright insane. There's some scattering of reasonable people onboard, because an asylum needs wardens for its inmates. The vast majority of these stations serve only as pens for nutters, herded together and written off by people who deserve to live more. Many are observed as they're attacked or otherwise left alone, as examples of what the lowest dregs of humanity will do when left to its own devices with a percieved modicum of power. After all, who really needs their research to be done again and again?
However, there are exceptions. Every experiment needs its control. A rare proportion of stations - one in roughly 100 - are either filled with actual, competent workers, or otherwise set up as controls for these station experiments. And in doing so, they are afforded more than other, comparable stations...
=================================
Control Stations is a roundstart random event with a frequency of one in a hundred. A Control Station will, at roundstart, be informed of its status as a Control Station, and immediately recieve the following benefits...
- All research levels are immediately set to maximum across the science network
- All machines on the station are immediately upgraded with the best parts via long-range bluespace RPED relay
- The station's powernet is rendered inert, instead being fully powered remotely (this is an existing button)
- Several crates full of material is teleported into cargo bay
- Cargo Bay recieves a great number of points
- Science recieves a box of reclaimed Syndicate equipment for experimentation
- Additional food is beamed into the kitchen
- A complete collection of slime cores, with multiples, appears in xenobiology
- Security gains a suite of combat mechs (Gygax, Durand)
- Medbay gains a suite of ambulance mechs (Oddyseus)
- Engineering gains a suite of technical mechs (Ripley, Ripley Firefighter)
- Cargo Bay gains a suite of mining mechs (Ripley)
- Science gains a suite of experimental mechs (Phazon, Seraph)
- Clown gains a Honk mech
- Mime gains a Reticence mech
- The chapel office recieves a variety of eldritch artifacts for paranormal research
- A variety of department-specific bleeding-edge equipment is teleported into each heads' office
- And so on.
This provides a rare and unique opportunity to witness rounds progress differently, and it also guarantees that some rounds will see end-game content being used, unlike in our current climate of short rounds wherein endgame content never sees the light of day.
They're more like prisons. Or asylums. Places to keep those people who really shouldn't be unleashed onto the general public. The stupid, the criminal, the downright insane. There's some scattering of reasonable people onboard, because an asylum needs wardens for its inmates. The vast majority of these stations serve only as pens for nutters, herded together and written off by people who deserve to live more. Many are observed as they're attacked or otherwise left alone, as examples of what the lowest dregs of humanity will do when left to its own devices with a percieved modicum of power. After all, who really needs their research to be done again and again?
However, there are exceptions. Every experiment needs its control. A rare proportion of stations - one in roughly 100 - are either filled with actual, competent workers, or otherwise set up as controls for these station experiments. And in doing so, they are afforded more than other, comparable stations...
=================================
Control Stations is a roundstart random event with a frequency of one in a hundred. A Control Station will, at roundstart, be informed of its status as a Control Station, and immediately recieve the following benefits...
- All research levels are immediately set to maximum across the science network
- All machines on the station are immediately upgraded with the best parts via long-range bluespace RPED relay
- The station's powernet is rendered inert, instead being fully powered remotely (this is an existing button)
- Several crates full of material is teleported into cargo bay
- Cargo Bay recieves a great number of points
- Science recieves a box of reclaimed Syndicate equipment for experimentation
- Additional food is beamed into the kitchen
- A complete collection of slime cores, with multiples, appears in xenobiology
- Security gains a suite of combat mechs (Gygax, Durand)
- Medbay gains a suite of ambulance mechs (Oddyseus)
- Engineering gains a suite of technical mechs (Ripley, Ripley Firefighter)
- Cargo Bay gains a suite of mining mechs (Ripley)
- Science gains a suite of experimental mechs (Phazon, Seraph)
- Clown gains a Honk mech
- Mime gains a Reticence mech
- The chapel office recieves a variety of eldritch artifacts for paranormal research
- A variety of department-specific bleeding-edge equipment is teleported into each heads' office
- And so on.
This provides a rare and unique opportunity to witness rounds progress differently, and it also guarantees that some rounds will see end-game content being used, unlike in our current climate of short rounds wherein endgame content never sees the light of day.
Last edited by AnonymousNow on Mon Jul 24, 2017 2:43 pm, edited 1 time in total.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
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Re: Favoured Stations/Control Stations
So mining can fully focus on OP loot, science can fully focus on OP loot, Sec gets OP loot shoved up their asses at roundstart, engineering is useless and the chef is semi-useless.
- Armhulen
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Re: Favoured Stations/Control Stations
yes. have fun, traitors!DemonFiren wrote:So mining can fully focus on OP loot, science can fully focus on OP loot, Sec gets OP loot shoved up their asses at roundstart, engineering is useless and the chef is semi-useless.
- John_Oxford
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Re: Favoured Stations/Control Stations
tap the glass get the blast now no longer applies
tap the glass get fucked by 10 serpahs
tap the glass get fucked by 10 serpahs
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- calzilla1
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Re: Favoured Stations/Control Stations
Do tators get like 40 tc or what
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- DemonFiren
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Re: Favoured Stations/Control Stations
50, so they can buy two romerol bottlescalzilla1 wrote:Do tators get like 40 tc or what
nuke ops also get war gear by default
- AnonymousNow
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Re: Favoured Stations/Control Stations
Sort of, though engineering now has enough material to quickly make entire new wings of the station.DemonFiren wrote:So mining can fully focus on OP loot, science can fully focus on OP loot, Sec gets OP loot shoved up their asses at roundstart, engineering is useless and the chef is semi-useless.
This is essentially a rare and random up-the-ante in every way gamemode modifier. Departments are encouraged to distribute their resources amongst the station, though a chef can still very much be a food nazi if they want to be. Let's not forget that stationside antagonists (most to all of them) will have access to most of this equipment as well; non-stationside antagonists, such as Nuke Ops, should get more resources to compensate, so you really can have mech-on-mech battles.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- calzilla1
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Re: Favoured Stations/Control Stations
So /vg/ station?
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- AnonymousNow
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Re: Favoured Stations/Control Stations
I wouldn't know if /vg/station has anything like this.calzilla1 wrote:So /vg/ station?
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- BeeSting12
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Re: Favoured Stations/Control Stations
What's the point though? Like give the whole crew OP gear at roundstart, woop de doo, what progression is to be had? And on that note, how is this remotely balanced for traitors/nuke ops/conversion antagonists.
- AnonymousNow
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Re: Favoured Stations/Control Stations
The point is that, by starting the station on a different, stronger resource basis, it changes their priorities to "get resources, fuck bitches" to "what can we do with all these resources? Rage cage? MECH FIGHTS? RAGE CAGE MECH FIGHTS? Anything is possible!"BeeSting12 wrote:What's the point though? Like give the whole crew OP gear at roundstart, woop de doo, what progression is to be had? And on that note, how is this remotely balanced for traitors/nuke ops/conversion antagonists.
It feels to me as though it's already balanced for internal antagonists, since they'll also have access to these resources in the same way a traitor/cultist/changeling etc. does of a normal round with the normal station resources; external antagonists would need a buff to compensate, which if this procs would ideally also handle such buffs as well.
"We want you to nuke this Nanotrasen station, but it's one of those bullshit special snowflake stations that Nanotrasen lavishes like a firstborn child, so here's another... oooh... 30 telecrystals each? That sound good, Bob? Sounds good to Bob."
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- D&B
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Re: Favoured Stations/Control Stations
It's just gonna make the station metagame or powergame the shit out of those.
The point of stuff being locked behind progression/research/time is that the getting there is also its own reward.
This just sounds like Hugbox station, since the only arguably balanced mode on it would be extended (Which would just be shitter safari.)
The point of stuff being locked behind progression/research/time is that the getting there is also its own reward.
This just sounds like Hugbox station, since the only arguably balanced mode on it would be extended (Which would just be shitter safari.)
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Re: Favoured Stations/Control Stations
I would like to see how it turns out as an admin event, at least. You could make it a button!
- John_Oxford
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Re: Favoured Stations/Control Stations
could make it a actual station
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- kevinz000
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Re: Favoured Stations/Control Stations
>control station
>Competent workers
>They're taking combat and work mechs and having a hallway deathmatch
>Lol so competent and not insane at all >station is now filled with missile holes.
Yeeaaah no.
>Competent workers
>They're taking combat and work mechs and having a hallway deathmatch
>Lol so competent and not insane at all >station is now filled with missile holes.
Yeeaaah no.
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Re: Favoured Stations/Control Stations
i think you should just do it anyways, if you can code it go for it, there's no reason it should be denied since it would only be 1 of every 50 rounds.
if a maintainer closes it then im correct in regards to how they exercise to much control over the game and need to be stopped
if a maintainer closes it then im correct in regards to how they exercise to much control over the game and need to be stopped
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Re: Favoured Stations/Control Stations
i think you should just do it anyways, if you can code it go for it, there's no reason it should be denied since it would only be 1 of every 50 rounds.
if a maintainer closes it then im correct in regards to how they exercise to much control over the game and need to be stopped
if a maintainer closes it then im correct in regards to how they exercise to much control over the game and need to be stopped
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- kevinz000
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Re: Favoured Stations/Control Stations
Better be ruled over by tyrannical maintainers who never play than have John Oxford dictate things with walls of text.
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Re: Favoured Stations/Control Stations
atleast i can justify my actions instead of just saying "wew your not a maintainer you wouldnt understand"
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Re: Favoured Stations/Control Stations
atleast i can justify my actions instead of just saying "wew your not a maintainer you wouldnt understand"
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Re: Favoured Stations/Control Stations
you're*
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Re: Favoured Stations/Control Stations
u*
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Re: Favoured Stations/Control Stations
u*
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- AnonymousNow
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Re: Favoured Stations/Control Stations
Good idea. With the frequency that our buttons get pressed, it'd get the occasional walkout during, say, admin events.Gun Hog wrote:You could make it a button!
Well, the FAVOURED stations would have competent workers. The CONTROL stations would have the same mix of brain-slapping morons and neurotically-driven geniuses as their regular stations.kevinz000 wrote:>control station
>Competent workers
>They're taking combat and work mechs and having a hallway deathmatch
>Lol so competent and not insane at all >station is now filled with missile holes.
Yeeaaah no.
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Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
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- oranges
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Re: Favoured Stations/Control Stations
so your idea is to make a round where there is literally nothing to do but pvp with each other?????
- Tokiko2
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Re: Favoured Stations/Control Stations
Summon guns/summon magic wizard mode is quite literally the second most popular mode according to recent polls. I don't see why you couldn't atleast give this a try if someone makes a PR for it.oranges wrote:so your idea is to make a round where there is literally nothing to do but pvp with each other?????
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Re: Favoured Stations/Control Stations
We're in a D E E P F R E E Z ETokiko2 wrote:Summon guns/summon magic wizard mode is quite literally the second most popular mode according to recent polls. I don't see why you couldn't atleast give this a try if someone makes a PR for it.oranges wrote:so your idea is to make a round where there is literally nothing to do but pvp with each other?????
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Re: Favoured Stations/Control Stations
you could rp, you know the thing that you try so hard to shilloranges wrote:so your idea is to make a round where there is literally nothing to do but pvp with each other?????
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