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  Game modes and questions
Posted by: Bulzome - 05-15-2016, 07:50 PM - Forum: The Barracks (General Discussion) - Replies (1)

I have been looking through the Game mode concept posted by Cael and all of them sound fun. So I was wondering if the development team has agreed to add any of those concepts or other game mode idea's.

I also have some questions

1. In certain game modes will there be escape pods?

2. Will there be ODST's 

3. Will there be a way for Marines to enter open space

4. How detailed will the medical system be

5. What level of role play will be expected on the server. (I hope medium-heavy)

6. Probably the most important: When can we expect the open Alpha and public server to go live?

Keep up the great work, I see a lot of potential here!  Smile

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  YSS-1000 (Sabre)
Posted by: Bulzome - 05-15-2016, 07:42 PM - Forum: Overmap Requests - Replies (2)

I loved flying these in Halo:Reach could you guys add them?

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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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