My first experiences of SS13 and Colonial Marines

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XenocidalEnragement
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Re: My first experiences of SS13 and Colonial Marines

Post by XenocidalEnragement » 17 Oct 2017, 08:41

Nezara wrote:
17 Oct 2017, 05:13
As my character would be a walking talking pile of metal and wires would could I assume some of the engineers roles in role play or would that be considered meta-gaming? ei, crack open doors or build basic walls? (provided I only do so with gear I find, not ask for or strip from corpses).
Unfortunately, I think it's hardcoded into the game via the Skills system that non-Engineers cannot do Engineer-related stuff like that. I do know that Specialists, Squad Leaders and Engineers can build and do those kinds of stuff though. As a regular PFC, the most engineering you would be able to do is making sandbag/table forts.

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contactdenied
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Re: My first experiences of SS13 and Colonial Marines

Post by contactdenied » 17 Oct 2017, 18:34

Nezara wrote:
17 Oct 2017, 05:13
As my character would be a walking talking pile of metal and wires would could I assume some of the engineers roles in role play or would that be considered meta-gaming? ei, crack open doors or build basic walls? (provided I only do so with gear I find, not ask for or strip from corpses).
Sadly, with the new skill system you are just unable to build things like walls, by crack open doors I think you mean either opening an unpowered door with a crowbar or hacking it, you can't hack either as a standard.
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

Jim, a Gen 2 Synthetic. Has a tendency to get melted to bits when planet side, and that's when he's behind barricades. Despite that, he's vigilant and always ready to drag you out of danger, even if it damages him in the process.

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