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  Update
Posted by: BDpuffy420 - 05-05-2016, 01:37 AM - Forum: Section II (Announcements) - Replies (8)

Halo: Space Station Evolved
Update  5/4/2016

   It's been sometime since I've last made an update but I'll keep things simple and fast. Firstly we have dropped the crappy vps service we had before which was lag-hell, now the server will be running on a dedicated server which will cost us $25 a month to keep the server running, so if you want to help keep the server moving you can donate and get perks here. Next with the new sever  currently being setup we're going to try and get more testing done and possible mock rounds, if you're in the our Skype chat you'll be able to get the latest news. Also you haven't joined our skype chat the link to join is here. Things should start rolling soon, so stay tuned and get ready to get tactical marines!

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  Soultaker123
Posted by: Soultaker - 04-02-2016, 01:28 PM - Forum: Career Service Vita (CSV) - Replies (1)

Hello, My name is Soultaker123 (Jack Goodson).
I really like helping people, sometimes coding, and I REALLY love mapping.
I am very good at mapping, and mapping is the most thing I do in SS13.
I am familiar with the -tg- code, but it seems I like halo station more, looks more fun. Angel

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  Soultaker123 Staff App
Posted by: Soultaker - 04-02-2016, 01:12 PM - Forum: Finished Applications - Replies (3)

What position are you applying for (Development or Staff)? Staff


How old are you? I am 15.



Known IC Names Or Ckey: Jack Goodson, Soultaker123


What timezone are you in? Israel.


How long can you be active on the server everyday? I can be active everyday depending on what I do.


How long have you been playing Space Station 13? Alot of time. Started in 2015 or 2014 probably.


Have you ever been banned in the past? Yes, I have been banned for griefing.


Do you have any past experience as a moderator? Yeah, I was a mod once but shit owner removed me for no reason.


*If you are applying for development, What skills do you have?( Mapping, coding or spriting etc.)  I am good at mapping.


*If you are applying for development, How long have you done Space Station 13 development? Not really that long.


*If you are applying for development, How long have you been coding and how well do you understand it?Not that long, but I understand it good.


*If you are applying for development, What codebase are you familiar with?-tg-


*If you are applying  for development, How long have you been a Mapper and how well do you understand it? I am very good at mapping. It's like my building lessons.


*If you are applying for development, How long have you been a Spriter and how well do you understand it?I suck at spriting. Though, I can make shadows and other stuff, but I really suck.


Since I am not that good at developer, I am going with staff. I am good at fixing bugs.

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  Question about Pelican's and other thing's
Posted by: Bulzome - 04-02-2016, 02:19 AM - Forum: The Barracks (General Discussion) - Replies (1)

So after looking through all the game modes or idea's for them at least i see Pelican's are important part of many of them so i have some questions.

1. In Stranded and other game modes it sounds like Pelican's come in as a scripted event when certain objectives are completed or time limits are up to come save the marine. My question is do these Pelican's work like Pelican's that would spawn on a ship at the start of the round or are they restricted to just NPCS flying, also can these Pelican's be shot down and if so what happen's in the round then if the Pelican's sent to pick up the marines are not there how would the round continue.

2. If Pelican's can get shot down in-game (which I am assuming they can) and there are marine's in the Pelican is it a possibility some of the marines can survive the crash and if so what does this depend on. For example if the pilot is a player (and again i am assuming players can pilot pelican's) does the pilot still have some control on the Pelican even if it is going to crash and could this effect if marines or anybody else in the Pelican  survives the crash.

3. Can Pelican's from a planet in-game go to space . I ask this because I can think of some fun situation's where Spartan's jump out of a Pelican in the middle of a battle in space between UNSC and Covenant forces. This lead's to my next question.

4. In-game do Spartan's have airtight suits of armor?


2.2. This is really apart of question two but when going from orbit down to a planet or anything else  that has a atmosphere can Pelican's be shot down while doing this. I am guessing not because of the BYOND engine's limitation's. Also if your on say a Forerunner Installation with a ground to orbit super weapon (if they exist in game) can you fire at warships and do damage?


5. What code are you using. I thought it was a modified bay code but i would like to know for sure.

Well that's all keep up the great work can't wait to try out the open Alpha.

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  Gamemode concept: Glasslands
Posted by: Cael_Aislinn - 02-26-2016, 05:23 PM - Forum: Server Suggestions - Replies (5)

Concept: The players are the crew of a Covenant warship and are tasked with reclaiming 5 human colonies in an outlying system. First they must locate and retrieve any Forerunner artifacts, then glass the planet. UNSC warships will periodically spawn to attack, and prowlers will try to sneak up and deploy Spartan-II boarding teams.

Retrieving Forerunner relics: Each planet must be carefully searched for Forerunner installations. Human dwellings should be searched as well in case they have stolen any artifacts. Naturally, they will defend their homes with marines and vehicles so work as a team and use your own vehicles.

NPC squads and vehicles: NPC squads and ground vehicles will be available for deployment from your cruiser but you don't possess unlimited amounts so don't squander them by throwing them away to assault enemy strongpoints. Remember to retrieve them before glassing the planet.

NPC fighters: NPC seraph fighters will be available as well, to help keep your ship alive. Keep them back in reserve and to screen your ship, and remember to recall them to hangars before entering slipspace or they'll be lost.

Engaging UNSC warships: These will constantly spawn and hunt you down so try to draw them away from the colonies while your ground forces are searching for relics. Employ hit and run tactics as they will often outnumber you, attacking when you have split them up but retreating to repair and recharge your shields.

Glassing the colony: Once you have finished your search for relics, start the process of glassing. The power draw will disable some of your weapons and you won't be able to move while it's going on (10-30 minutes) so you'll be vulnerable and have to defend yourself as best you can.

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  Gamemode concept: Purge
Posted by: Cael_Aislinn - 02-26-2016, 05:11 PM - Forum: Server Suggestions - Replies (3)

Concept: A Covenant cruiser has put down for repairs over a Flood infested world. The Flood got on board, so now a Covenant strike force is sent in to neutralise the flood and repair the engines to get it safely away from the planet. This is a fairly self-contained multi-stage PvE gamemode with the possibility of some PvP via respawning constantly attacking Flood.

Arrival: The players are inserted via Spirit dropship into the cruiser's two hangars. Their immediate objective is to purge the cruiser of Flood and escort a team of Engineers (Huragok) to the engine room to start repairs. Once the Engineers are in position, players need to resecure the 5 points the Flood are entering the vessel: 4 breaches along the outer hull (the cruiser is grounded between some mountain peaks) and the gravlift.

Reinforcements: Periodically NPC Covenant squads or resupply drops can be called in via Spirit to reinforce one of the 4 hull breaches or the 2 landing bays. Dead players can respawn the same way (Spirit dropships) on a 1-5 minute timer. Depending on how well the situation is going, more powerful squads may be made available to help.

Repairs: Repairs will constantly tick upward, and periodically additional engineers will be made available to speed up the rate of repairs or replace dead engineers. Ship systems will gradually be repaired as well to help with the defenses (lights, power, airlocks, autosentries, defensive force fields). Eventually the gravlift controls will get repaired and the gravlift can be shut down (but not reactivated).

Hovering: When the engines get to 50% repaired the commander can choose to activate them to start the cruiser hovering in the air (the engines aren't repaired enough yet to escape though). Ordinary Flood combat forms and carriers will no longer be able to enter, but Flood fliers will still be able to get in (then morph into more dangerous forms). If/when the gravlift is shut down, any Covenant forces left on the planet are trapped there and players are instantly ghosted. Reinforcements and supply drops can no longer be called in to the outer hull breach points, and the planet effectively ceases to exist.

Escape: The slipspace engines can be activated to escape the system once repair reaches 100%, but if they're activated with any remaining Flood on board, the players instantly lose (because one Flood spore can destroy species!).

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  Gamemode concept: Behind Enemy Lines
Posted by: Cael_Aislinn - 02-26-2016, 04:55 PM - Forum: Server Suggestions - No Replies

Concept: The players are specops elites who are dropped on a heavily fortified UNSC colony world with orders to assassinate a high ranking VIP (general or colonial governor). This is a quick PvE style mode with some possibilities for PvP.

Bonus objectives: There are some Spartan-IIs scattered around, and while they'll be tough if you can kill them you'll get bonus points.

Patrols: Marines and vehicles patrol around the area periodically, and if they're alerted they will spawn an endless amount of increasingly difficult UNSC forces to try to kill you so use stealth and avoid attention where possible.

Finishing: Stealth phantoms have snuck in to specific points on the map, and you should get to these to escape after you complete your objectives.

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  Gamemode concept: Stranded
Posted by: Cael_Aislinn - 02-26-2016, 04:51 PM - Forum: Server Suggestions - Replies (2)

Concept: A crew of marines are stranded on a distant world infested with the Flood. They must survive for 5 days (full day/night cycle is 10-20 mins) until pelicans arrive to evac them. This is a nice easy, short PvE heavy mission with the possibility of some PvP via respawning Flood players.

Defenses: The crew spawn in a basic outdoors army camp with a few barricades spread around. There are portable barricades stashed which can be setup, along with basic MG turrets, autosentries, mines, other supplies and a broken down warthog. There is also a generator attached to some floodlights and an outer electric fence. Running the generator can provide lighting at night (more effective than flares), keep the autosentries firing and also power the electric fence but it runs on good old fashioned gasoline which has a limited supply.

Salvaging: The Flood attack in waves, and in between waves the marines should repair their defences, lick their wounds and salvage what they can from the surrounding wasteland. There are some crashed pelicans, supply drops and some intact vehicles (maybe even a tank!). Salvage items include weapons, ammunition, deployable defences (barricades, sandbags, 50cal turrets, autosentries), parts to repair the vehicles and electric fences, petrol, medical supplies, more mines etc. Make sure you get back to the safety of the base camp before the Flood return!

Escape: After 5 days, a pelican puts down in the middle of the camp and everyone has to get into it before it takes off. Better be quick as it will only stay 30 seconds.

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  Gamemode concept: Installation
Posted by: Cael_Aislinn - 02-24-2016, 03:15 PM - Forum: Server Suggestions - No Replies

Concept: A UNSC warship has discovered a massive Forerunner installation on a distant world, but as they approach the installation activates and a massive beam weapon malfunctions and destroys the ship. Luckily, many of the crew and marines managed to evacuate onto the surface of the planet and must now attempt to survive. This is a open world 3 faction gamemode similar to battlezone.

UNSC team: The marines are split up and crash landed on the surface of an alien world. They must regroup and survive the weather by finding shelter, weapons, gear and supplies (it could be freezing cold snow or burning hot desert). They can salvage supplies from crashed pelicans and lifepods, or go to specific pre-arranged supply drops sent in before the ship was destroyed. Eventually they find vehicles and make their way to one of the Forerunner buildings on the surface which gives them access to the massive underground facility.

Forerunner sentinels (2-6 players plus NPCs): One player is a monitor who controls the facility. The rest are AI which are able to jump around between sentinels and other defensive drones. They control factories which produce more sentinels and guard various terminals which control parts of the installation. One terminal controls the massive defensive beam weapon which, if accessed by the marines, can be disabled or fired on an approaching ship. Another terminal controls a radio jammer which can be disabled or used to jam other frequencies. The sentinels are not specifically hostile to the UNSC, depending on their objectives. There is also a control room which can switch all the sentinels and other automatic defences to be friendly/hostile to specific factions (win condition). The monitor starts with control of the beam weapon, but it takes some time to recharge and must be defended by whichever team wants to use it (it can also be destroyed by heavy weaponry or explosives). There is also a long range communications room which can summon a UNSC prowler into orbit which will send prowlers to specific points to evacuate them. If the monitor's mobile core is destroyed it is killed permanently, but the other AI can switch around when drone hosts are destroyed to stay in the game.

Antagonists (mainly NPCs but ghosts can join): The antagonist team is randomly chosen from 1 of 3 factions.

The first is a Covenant reclamation fleet which arrives and starts landing troops. Their objective is to "capture" the monitor, kill the humans and find activate the control room (requiring a human prisoner to do it for them). Player controlled Elites can lead small squads of troops. They have various landing sites on the surface and are hostile to the sentinels. The NPCs are fairly slow to progress and employ a systematic and predictable search pattern. The Forerunner team can choose to help or hinder the UNSC, but are permanently hostile to the Covenant loyalists. Player controlled Elites can choose to rebel from the Covenant (along with any NPC squads they lead) and become heretics which are friendly to the Forerunner AIs.

The main objective of the Covenant Heretics is to eliminate or convert all the loyalist Covenant (aka SS13 rev mode) and they are expected to follow the directions of the Forerunner AI, but attempting to activate the control room will turn the Forerunner AI hostile to them (and is a side objective). They are free to sabotage the UNSC to prevent them from achieving their objectives.

The second faction is the Flood, which can be released either by accident by the Marines or intentionally by a rampant Monitor (who assists the Flood). The Monitor goes rampant if the Marines interfere with the facility too much (press too many buttons, attack sentinels etc), or if he is still stable when the Flood is released the Flood can capture it and force it to help them. Sentinel players can choose to aid either the Monitor or the marines. If they rebel against the Monitor, they lose some access to Forerunner systems (but not all). To win, the UNSC/Forerunners must find and destroy the Gravemind. The Flood must consume all humans and infest the control room (take and hold for a specific amount of time).

The third faction are led by a Promethean awakened from void-stasis accidentally by exploring marines. He activates a force of Promethean Knights as his devoted soliders. I haven't played Halo 4 or 5 so I'm not so familiar with the mechanics and objectives of this faction, but I'd imagine they want to "convert" all the humans and take control of the Forerunner AI on the installation (having gained independence over the millenia somehow).

Win/end round conditions: Due to the complex and variable nature of the gamemode, there are a few different ways to end the round depending on the factions and how things progress. All factions aim to take control of the control room and activate it to their side, but have to do it in different ways and have slightly different effects. Factions can also change relations to each other depending on player actions. In rare circumstances, multiple antagonist factions can spawn into a round for bonus fun.

UNSC objectives: If the Forerunner AI are hostile, they are expected to become neutral and possibly friendly when the UNSC activate the control room. If there is a Covenant fleet in orbit they must be destroyed before evacuation can be called. The Covenant fleet can be destroyed by the beam weapon (requires time to charge up and can be destroyed, but is instant once it activates) or a sentinel fleet can be dispatched to destroy them from the control room (begins instantly, but takes time).

If the monitor is rampant, the other AI are expected to help the humans destroy it however their assistance will be limited (destroying the monitor requires an explosive trap or rare UNSC/Covenant heavy weaponry). If there are any hostile factions left, they need to defeat their leader/HQ then summon a prowler to evacuate. If they mange to evacuate the round ends early and all remaining objectives for all factions are failed, but if there are no hostile mobs left when they activate the control room they also win.

Covenant Loyalist objectives: Activate the control room with a captured human (requires leaving a human alive) AND THEN to kill all the humans. If all humans die without activating the control room, they still achieve a minor victory. Capturing the Monitor is a side objective (requires special EMP weaponry) but player controlled Elites can choose to become loyal to the Monitor thus turning into Heretics. Some roleplay expected to become Heretics, and heretic Elites can pretend to be loyalist although specific actions will turn the loyalist NPCs hostile to them. Any NPC squads commanded by the player Elites will become heretics along with them.

Covenant Heretic objectives: The Monitor is invulnerable to most Covenant weaponry, but can still be captured by the Loyalists so preventing this is your main objective. Your secondary objective is to destroy the Covenant fleet, kill the Covenant and kill the humans/sneakily override the AI by activating the control room, but you're also expected to be (at least superficially) loyal to the Forerunner AI. The AI may interfere with your attempts to kill the humans so you will need to be stealthy. It's likely you'll be heavily outnumbered and hostile to most factions though, so stealth is recommended anyway.

Flood objectives: Main objective is to get on board a ship and escape the system (instant round end). They can either take control of a Covenant grav lift (starts a victory count down as they infest the ship and prepare to fly it out of the system) or summon a UNSC prowler, get on board a pelican then get to the prowler which starts the same round end countdown to escape the system. Once the timer starts all other players will be notified, and they can make a last ditch attempt to destroy the ship via the beam weapon or a sentinel fleet.

Promethean objectives: Turn humans into more Prometheans. Destroy Covenant/any ships in orbit (Covenant or human). Activate control room to gain control of the other Forerunner AI.

Final notes: This round is fairly complex and relies on a lot of different mechanics and factions. It will probably be one of the last gamemodes to be looked at due to the amount of work involved.

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  Gamemode concept: Raid
Posted by: Cael_Aislinn - 02-24-2016, 01:49 PM - Forum: Server Suggestions - No Replies

Concept: The players are an unnamed/fictional company of Spartan-IIIs (Charlie company?) Their mission is to infiltrate and decommission a vital Covenant facility with extreme prejudice. Acceptable casualty level: 100%. A small number of players can optionally choose to play as Elites defending the facility.

Covenant defenders: The facility and objective is randomly generated from various preset possibilities, but it will always involve blowing up some vital piece/s of machinery. If there are any player Elites they can command a small squad of Covenant (perhaps with vehicle support) and optionally setup deployable defences. Over time, more NPC defenders will spawn making this a timed mission so the defenders should aim to delay the attackers from reaching the objective.

Extraction: Although none of the S3s are expected to survive, a small number of exfiltration craft (Calypso stealth shuttles) have been inserted into the area and will activate once enough of the objectives have been completed. Escaping is optional (and the Covenant can hunt down and destroy the exfiltration craft) but each S3 that escapes gives their side a score boost at the end.

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