Something that is small enough to not direct game flow, yet large enough to make for some interesting encounters or opportunities.Artemis111 wrote: ↑16 Apr 2018, 07:01Honestly anything that increases human vs human interaction would be interesting. Like spawning him 4-5 humans from varying factions would keep marines on their toes. This would work well if they get spawned after marines land and they arent inherently hostile to marines. It would help keep marines on their toes.
Ex: 1 colony survivor is running away with information regarding a CLF base on the planet and 3 CLF chasing him.
Ex: Three PMCs need to get six crates off world.
Event Suggestion and Discussion
- Mvp777
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Re: Event Suggestion and Discussion
I play Fred Majun/formerly Alfred Stafford/Majun
- awan
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Re: Event Suggestion and Discussion
Get a few survivors. Make the survivors convince the marines the problem was /just/ a storm/electrical problem/random something. And that there are absolutely no aliens or anything. Put aliens in the actual containment cages.
- Chowder McArthor
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Re: Event Suggestion and Discussion
Mini-event: A famous actor, known for staring in action roles and war movies as a rambo-esque tough guy that people look up to, has had their manager write up a contract with the USCM to go with a marine force on actual combat duty, to get some real life movie shots for an upcoming movie.
The actor himself is actually a total pussy when it comes to it, but he pretends outside of combat that he's tough as shit, but due to the contract, they need him to be in actual combat for several encounters, and he's so bad at everything he gets marines killed.
The actor himself is actually a total pussy when it comes to it, but he pretends outside of combat that he's tough as shit, but due to the contract, they need him to be in actual combat for several encounters, and he's so bad at everything he gets marines killed.
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- kooarbiter
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Re: Event Suggestion and Discussion
holy fuck yes this is hilarious do thisChowder McArthor wrote: ↑18 Apr 2018, 22:50Mini-event: A famous actor, known for staring in action roles and war movies as a rambo-esque tough guy that people look up to, has had their manager write up a contract with the USCM to go with a marine force on actual combat duty, to get some real life movie shots for an upcoming movie.
The actor himself is actually a total pussy when it comes to it, but he pretends outside of combat that he's tough as shit, but due to the contract, they need him to be in actual combat for several encounters, and he's so bad at everything he gets marines killed.
The Acolyte of Salt, Jack "pent" Sugar, if I kill you with a pulse rifle it's an accident, if I kill you with quick clot It's on purpose
- Grimcad
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Re: Event Suggestion and Discussion
Heh that would be fun for a small event. Maybe toss them a reward of some sort at the end of it all if the actor manages to live through it all.
- IrishCow
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Re: Event Suggestion and Discussion
A THE THING Event round on Ice Colony, would work like Infection but with more subterfuge, paranoia and FRIENDLY FIRE.
Ice starts with a few colonists around the colony, all paranoid about who's the thing and who's not. Then the marines arrive and a try to figure out what happened and kill off the infection. A colonist starts infected with the Thing and slowly has to either infect or kill all the Marines on the Almayer.
Things can Know who other Things are and can use a Hivemind to communicate
The Thing itself would need a "Monster Form" that could be on par with a Xeno Hunter, and the ability to change into anyone it has assimilated. Assimilating of humans would take some time and would be best done in a secluded area but imitating others should be UNDETECTABLE by medics and Doctors. The Thing could just be a modified Changeling, with new sprites and abilities.
The Round would give Marines, Command, and even the Civies a big runaround.
Ice starts with a few colonists around the colony, all paranoid about who's the thing and who's not. Then the marines arrive and a try to figure out what happened and kill off the infection. A colonist starts infected with the Thing and slowly has to either infect or kill all the Marines on the Almayer.
Things can Know who other Things are and can use a Hivemind to communicate
The Thing itself would need a "Monster Form" that could be on par with a Xeno Hunter, and the ability to change into anyone it has assimilated. Assimilating of humans would take some time and would be best done in a secluded area but imitating others should be UNDETECTABLE by medics and Doctors. The Thing could just be a modified Changeling, with new sprites and abilities.
The Round would give Marines, Command, and even the Civies a big runaround.
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- Hughgent
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Re: Event Suggestion and Discussion
Apparently there's a feature for this with Gooncode where 'the thing' actually absorbs the ghosts of the victims which allows the ghosts to talk to 'the thing' via a hivemind. This allows the ghosts to better inform 'the thing' of how to act.IrishCow wrote: ↑19 Apr 2018, 13:46A THE THING Event round on Ice Colony, would work like Infection but with more subterfuge, paranoia and FRIENDLY FIRE.
Ice starts with a few colonists around the colony, all paranoid about who's the thing and who's not. Then the marines arrive and a try to figure out what happened and kill off the infection. A colonist starts infected with the Thing and slowly has to either infect or kill all the Marines on the Almayer.
Things can Know who other Things are and can use a Hivemind to communicate
The Thing itself would need a "Monster Form" that could be on par with a Xeno Hunter, and the ability to change into anyone it has assimilated. Assimilating of humans would take some time and would be best done in a secluded area but imitating others should be UNDETECTABLE by medics and Doctors. The Thing could just be a modified Changeling, with new sprites and abilities.
The Round would give Marines, Command, and even the Civies a big runaround.
Add to this the ability to split in two and split off another 'the thing' (via extensive biomass consumption) with a ghost taking over the dead would provide a critical mass point where the things outnumber the marines.
Second thing I can think of would be so that the things can't heal burn damage, which would be the only real clue doctors can use to check. I mean, if a marine comes to medbay covered in burns, I just pop a dermaline pill in them and say get out most of the time.
- CCRWasHere
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Re: Event Suggestion and Discussion
Instead of in the year 2186, the USS Almayer enters Tychon Rift in 2181 to investigate the general distress beacon sent out by the USS Alistoun of the Dust Raiders battalion.
The match begins with the surviving crew of the Dust Raiders spawning in an already-landed Normandy (now considered one of the USS Alistoun's dropships). This crew could range from only civilian staff, to a Commander leading a full squad of Dust Raiders - all with Whiskey Outpost re-skinned equipment. This would make for good roleplay between the marines of the Falling Falcons and one of their brother battalions.
This would be an open-ended event; the 'enemy' that brought about the USS Alistoun's destruction could be any of the enemies the USS Almayer would normally face: Xenomorphs, UPP, CLF, or Zombies.
However, if it's a full squad of marines as survivors, the opposing side would have to be buffed to compensate for the round-start threat. The Dust Raiders should feel like they're making a last stand until the Falling Falcons suddenly come swooping in to save the day.
The match begins with the surviving crew of the Dust Raiders spawning in an already-landed Normandy (now considered one of the USS Alistoun's dropships). This crew could range from only civilian staff, to a Commander leading a full squad of Dust Raiders - all with Whiskey Outpost re-skinned equipment. This would make for good roleplay between the marines of the Falling Falcons and one of their brother battalions.
This would be an open-ended event; the 'enemy' that brought about the USS Alistoun's destruction could be any of the enemies the USS Almayer would normally face: Xenomorphs, UPP, CLF, or Zombies.
However, if it's a full squad of marines as survivors, the opposing side would have to be buffed to compensate for the round-start threat. The Dust Raiders should feel like they're making a last stand until the Falling Falcons suddenly come swooping in to save the day.
Julian 'Jules' Petrov | MARINE
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- IrishCow
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Re: Event Suggestion and Discussion
It would also be cool for the researchers and doctors to use untainted blood packs to test Marines and civilians for infection.
Also the using a blowtorch on a wire spool and touching it to a blood sample should also help determine who is infected, just like in the movie
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- Vispain
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Re: Event Suggestion and Discussion
Any sort of round with Colonial Marines from another battalion feels amazing . I still remember one where four Marines from the Sephora ( I think) were on LV and we marines landed and saved two of them just as the other two were capture. The round was amazing
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- Grimcad
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Re: Event Suggestion and Discussion
How's about spawning a bunch of powerloaders and operators as an ERT?
- DefinitelyAlone0309
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Re: Event Suggestion and Discussion
A USCM spy has infiltrated UPP and stolen some of their research papers. He's been captured and moved to the Prison Station to be tortured and locked up there forever or until he gives up the documents. But in the transit to his cell, he managed to break free and hide somewhere in the Station.
The UPP caught wind of this and decided to send a small group to apprehend the agent (but they don't know anything about the spy's hiding location). USCM HC also knew this and sent the Almayer crew there with a somewhat more accurate location of the spy (let's say he hid in the Infirmary or something like that, not too specific but not too vague either) in hopes that they could retrieve this new and exciting UPP's tech.
After the spy is in the USCM's protection, 2 things happen : UPP sending more men, and the Almayer crew having to make sure that the agent make it out alive.
Any other small details depend on the staff. A UPP spy among the Almayer crew tasked with retrieving the documents and/or killing the spy works as well. The tech can be some kind of teleporter that the UPP will use against the marines to send their troops directly onto the ship (with or without the help of the mole) would be nice too (the tech can be whatever you guys want it to be really, even just for the purpose of a fluff).
I just feel like the beginning really fits the "cold war" state between the UPP and USCM, and the fighting works to escalate the situation into an actual war. Also, the Almayer Command staff will have someone to RP with, and the marines will have something to shoot at.
The UPP caught wind of this and decided to send a small group to apprehend the agent (but they don't know anything about the spy's hiding location). USCM HC also knew this and sent the Almayer crew there with a somewhat more accurate location of the spy (let's say he hid in the Infirmary or something like that, not too specific but not too vague either) in hopes that they could retrieve this new and exciting UPP's tech.
After the spy is in the USCM's protection, 2 things happen : UPP sending more men, and the Almayer crew having to make sure that the agent make it out alive.
Any other small details depend on the staff. A UPP spy among the Almayer crew tasked with retrieving the documents and/or killing the spy works as well. The tech can be some kind of teleporter that the UPP will use against the marines to send their troops directly onto the ship (with or without the help of the mole) would be nice too (the tech can be whatever you guys want it to be really, even just for the purpose of a fluff).
I just feel like the beginning really fits the "cold war" state between the UPP and USCM, and the fighting works to escalate the situation into an actual war. Also, the Almayer Command staff will have someone to RP with, and the marines will have something to shoot at.
The one and only Bex Jackson
- Chowder McArthor
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Re: Event Suggestion and Discussion
Minor event idea; Spawn in some proto-synths on the colony. Make them loyal only to the colony, with basic synth restrictions. They walk around, repairing the colony, ignoring xenos, just repairing - if marines try to force them onto the Almayer, they will respond lethally, as this is their place they are assigned to, and they may. not. leave.
Basically, Working Joes from Alien Isolation.
Basically, Working Joes from Alien Isolation.
CDR Patton 'Hardtack' Moore says, "You will now got stand in the naughty corner Sarah"
- Grimcad
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Re: Event Suggestion and Discussion
I like it. Would you have the synths actually assist the marines while they are on the colony, or ignore them completely?
- kooarbiter
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Re: Event Suggestion and Discussion
They could be protective of both Marines being human and ayys because they are test subjects, that'd be neat
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- Avalanchee
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Re: Event Suggestion and Discussion
MAP: Prison
Instead of survivors we will have Marines on the crashed ship, they must hold the ship against CLF / Prisoners / Xenos until the USCM arrives, add some cool RP into that and boom.
Instead of survivors we will have Marines on the crashed ship, they must hold the ship against CLF / Prisoners / Xenos until the USCM arrives, add some cool RP into that and boom.
Phillip 'Avalanche' Murray
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Expert at friendly fire, girls and weapons.They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
Deltard from inside n' outside
- MattAtlas
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Re: Event Suggestion and Discussion
Ghetto WO would actually be kinda fun if marines had, say, 30 minutes to prepare defenses and regular supply drops, with the rounds ending at 2:30.Avalanchee wrote: ↑24 Apr 2018, 05:49MAP: Prison
Instead of survivors we will have Marines on the crashed ship, they must hold the ship against CLF / Prisoners / Xenos until the USCM arrives, add some cool RP into that and boom.
I'm part of the Synthetic Council with ThesoldierLLJK and Jakkkk. Feel free to DM me on the forums or Discord (Matt#5881) if you have any questions about synths.
- Avalanchee
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Re: Event Suggestion and Discussion
Exactly something like that.
Phillip 'Avalanche' Murray
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Expert at friendly fire, girls and weapons.They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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- Grimcad
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Re: Event Suggestion and Discussion
So we had some events, done by snypehunter007 with the "Freedom Guard" last night. They were a PMC group that had been charged with processing immigrants legally through a bureaucratic system. Think of something loosely based off of the game Papers Please. Id like to see something like that again, but a tiny bit different and more in depth.
So instead of the Freedom Guard you call them the Dead Guard. Because like the Freedom Guard they defend their posts to the death. You put them in an important place where it is difficult, but not impossible for the marines to bypass. Think of say Max Sec or the Yard on Prison. Wall the rest of it off so that the marines have to go through this very well defended check point. They would function as sort of a buffer between the Marines and Xenos. Keeping both sides away from each other with out being outright hostile to either, at least at first. All the while recruiting more member to the Dead Guard, they have much better equipment than the marines after all so who wouldn't want to join them. After someone is recruited they are given a loyalty implant, Mostly for flavor reasons, and are tasked with manning the wall and repelling invaders. (An idea for RP I had was that after joining and having their implant they would be immediately given a funeral. Because there is only one way out of the Dead Guard) I imagine it would be pretty fun for the Dead Guard, Holding back waves of Xenos, RPing with the Marines, and I would imagine eventually holding back the Marines from the wall and getting attacked on both sides, until of course they are eventually destroyed by one side or the other and are killed to the last. The leaders could be one or two synths (since in theory Xenos leave them alone. I just get a nice visual of a few synths dragging corpse after corpse into a huge line of coffins.)
Granted the whole thing would slow down the entire round a good bit but that isn't necessarily so bad is it?
So instead of the Freedom Guard you call them the Dead Guard. Because like the Freedom Guard they defend their posts to the death. You put them in an important place where it is difficult, but not impossible for the marines to bypass. Think of say Max Sec or the Yard on Prison. Wall the rest of it off so that the marines have to go through this very well defended check point. They would function as sort of a buffer between the Marines and Xenos. Keeping both sides away from each other with out being outright hostile to either, at least at first. All the while recruiting more member to the Dead Guard, they have much better equipment than the marines after all so who wouldn't want to join them. After someone is recruited they are given a loyalty implant, Mostly for flavor reasons, and are tasked with manning the wall and repelling invaders. (An idea for RP I had was that after joining and having their implant they would be immediately given a funeral. Because there is only one way out of the Dead Guard) I imagine it would be pretty fun for the Dead Guard, Holding back waves of Xenos, RPing with the Marines, and I would imagine eventually holding back the Marines from the wall and getting attacked on both sides, until of course they are eventually destroyed by one side or the other and are killed to the last. The leaders could be one or two synths (since in theory Xenos leave them alone. I just get a nice visual of a few synths dragging corpse after corpse into a huge line of coffins.)
Granted the whole thing would slow down the entire round a good bit but that isn't necessarily so bad is it?
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Re: Event Suggestion and Discussion
So, I've read a novel about cold war era humanity's first contact with an alien empire, and one of the more interesting grips of the story is the antagonism between America and the Union on their joint operation in capturing a downed spacecraft. So how about making an event like that on Ice Colony?
Here's the gist of it: After a series of horrible murders of officials and elite soldiers on MV-35 UPP manages to track one of the cloaking assassins to a nigh-invisible vessel in low orbit. Initially believing it to be an advanced USCM stealth craft, they severely damage it and contact USCM to threaten them in the usual manner. USCM denies inolvement, and after a quick data and evidence review on both sides it is concluded that the ship matches no known designs or technologies in human space. After short hot-tempered debates, both sides decide on a joint operation to investigate the ship, which has now crashlanded in the fringe colony of United Americas - Ice Colony.
Falling Falcons are diverted to the now evacuated Shiva's Snowball to assist the UPP's Smoldering Sons in securing the vessel, with, perhaps, even secret orders to destroy them and blame it on the aliens to retrieve the powerful technology and prevent it from falling into the hands of such agressors.
The UPP have already deployed by the time USCM arrives (roundstart ERT, perhaps with an FOB?) and have locked down the colony, awaiting the marines to move in safely. Their task is, as well, to secure the ship and to prevent this tech from falling into capitalist hands.
The ship itself will be the one in the caves (simple filled with pred gear from the actual predator role ship), protected by the yautja hunters that have hunted UPP soldiers. Their job is to get out alive, whether by turning both sides on each other, or slaughtering everyone for glory and honour themselves.
How each side desides to act is completely up to the players, it could turn into a three-way brawl, or perhaps some sweet first contact RP. Players will decide.
Pretty much a more story-heavy rendition of that one Ice Colony predator slaughterfest event.
Here's the gist of it: After a series of horrible murders of officials and elite soldiers on MV-35 UPP manages to track one of the cloaking assassins to a nigh-invisible vessel in low orbit. Initially believing it to be an advanced USCM stealth craft, they severely damage it and contact USCM to threaten them in the usual manner. USCM denies inolvement, and after a quick data and evidence review on both sides it is concluded that the ship matches no known designs or technologies in human space. After short hot-tempered debates, both sides decide on a joint operation to investigate the ship, which has now crashlanded in the fringe colony of United Americas - Ice Colony.
Falling Falcons are diverted to the now evacuated Shiva's Snowball to assist the UPP's Smoldering Sons in securing the vessel, with, perhaps, even secret orders to destroy them and blame it on the aliens to retrieve the powerful technology and prevent it from falling into the hands of such agressors.
The UPP have already deployed by the time USCM arrives (roundstart ERT, perhaps with an FOB?) and have locked down the colony, awaiting the marines to move in safely. Their task is, as well, to secure the ship and to prevent this tech from falling into capitalist hands.
The ship itself will be the one in the caves (simple filled with pred gear from the actual predator role ship), protected by the yautja hunters that have hunted UPP soldiers. Their job is to get out alive, whether by turning both sides on each other, or slaughtering everyone for glory and honour themselves.
How each side desides to act is completely up to the players, it could turn into a three-way brawl, or perhaps some sweet first contact RP. Players will decide.
Pretty much a more story-heavy rendition of that one Ice Colony predator slaughterfest event.
22nd century schizoid man
- Chowder McArthor
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Re: Event Suggestion and Discussion
I've seen this idea to some idea with adminshops, but never fully fledged out.
Basically, around 35-45 mins~ into the round, when marines basically know the basics of the xenos, send in a trader - except instead of money or trading everyday items, they deal in big game trophies - xenomorph corpses.
Each caste is worth a set amount of credits, with age acting as a multiplier (say, young, mature, elite, ancient, being x1, x2, x3, x4).
So with a base cost of 2 for runners, a young one would be worth 2 credits, while an ancient one, 8 - naturally, with higher tiers, the basecost would increase.
Basically, around 35-45 mins~ into the round, when marines basically know the basics of the xenos, send in a trader - except instead of money or trading everyday items, they deal in big game trophies - xenomorph corpses.
Each caste is worth a set amount of credits, with age acting as a multiplier (say, young, mature, elite, ancient, being x1, x2, x3, x4).
So with a base cost of 2 for runners, a young one would be worth 2 credits, while an ancient one, 8 - naturally, with higher tiers, the basecost would increase.
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- Snypehunter007
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Re: Event Suggestion and Discussion
A lot, not all, of these events are a little large guys. Lets pull them down a little.
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- davidofmk771
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Re: Event Suggestion and Discussion
1. The 'Party People' battalion of the USS Patnai send a detachment of heavily armed pizzaboots, imagineers, and Dr. Feelgoods to the USS Almayer on an emergency morale-mission. However, the CLF cluwne squad has a few plans of their own....
2. After noticing the colony go dark, a small group of pirates decides to investigate the colony. Wanted and perused by the colonial marshals, they decide to hide out here for a while, oblivious to whats happened. Their ship is damaged, and the marshals are closing in on the colony...
3. A cargo freighter locks in orbit around the planet soon after the Almayer. Turns out, a shipment was scheduled for just today. Before they know it, their automatic deliver barge comes back with a xeno on it, and the surviving crew are forced to abandon ship and take refuge on the Almayer. Could they have salvaged any interesting toys the marines could find useful...?
2. After noticing the colony go dark, a small group of pirates decides to investigate the colony. Wanted and perused by the colonial marshals, they decide to hide out here for a while, oblivious to whats happened. Their ship is damaged, and the marshals are closing in on the colony...
3. A cargo freighter locks in orbit around the planet soon after the Almayer. Turns out, a shipment was scheduled for just today. Before they know it, their automatic deliver barge comes back with a xeno on it, and the surviving crew are forced to abandon ship and take refuge on the Almayer. Could they have salvaged any interesting toys the marines could find useful...?
- taketheshot56
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Re: Event Suggestion and Discussion
Ive always wanted to see the President of the United States come aboard with his secret service agents as well as his super ultra custom matbea ++++
"I like to live in the present sir. The past is for pussies...and Airmen."
Part of the Commanders council. Pm me with your concerns loyal consituents.
Part of the Commanders council. Pm me with your concerns loyal consituents.
- davidofmk771
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Re: Event Suggestion and Discussion
A few more ideas:
1. A band of drug and gun smugglers came to sell their wares to the backwater colonists, avoiding the marshals using the guise of general salesmen. They survive in their ship during the xeno outbreak, and continue their masquerade providing any paying marines with illicit arms and substances...
2. A lone bad blood is on the run from two abjucators, and decides to use the chaos of the xeno outbreak to his advantage. The bad blood uses any means necessary to get the abjucators off his back permanently...
3. A group of war journalists (writers, photographers, maybe even a prop videocamera or mobile fax machine?) are attached to the Falling Falcons, and find their way into the biggest story of their lives. Perhaps the CL would have an avid interest in preventing these newsboys from blowing the lid on their xenobiology experimentation and the recent loss of multiple colonies without explanation...
1. A band of drug and gun smugglers came to sell their wares to the backwater colonists, avoiding the marshals using the guise of general salesmen. They survive in their ship during the xeno outbreak, and continue their masquerade providing any paying marines with illicit arms and substances...
2. A lone bad blood is on the run from two abjucators, and decides to use the chaos of the xeno outbreak to his advantage. The bad blood uses any means necessary to get the abjucators off his back permanently...
3. A group of war journalists (writers, photographers, maybe even a prop videocamera or mobile fax machine?) are attached to the Falling Falcons, and find their way into the biggest story of their lives. Perhaps the CL would have an avid interest in preventing these newsboys from blowing the lid on their xenobiology experimentation and the recent loss of multiple colonies without explanation...