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  1. Today
  2. I'd like a way for ghosts (and admin ghosts more importantly!) to be able to access the diagnosis screen to have a look at an IPC's damage, much like how a ghost can currently medical scan anyone.
  3. Yesterday
  4. Server Moderator Application Basic Information Byond Account: Batra Character Name(s): Eliza Kolmstadt AI Name(s): N/A Discord username + tag: batcountry Age: ~30, if exact age is needed can DM i guess. Timezone: EST (UTC-4/5) When are you on Aurora?: Mid-afternoons to evenings EST. Occasionally flex other times, though not extreme late night/mornings EST. Experience How long have you played SS13?: ~11 months. How long have you played on Aurora: ~11 months. How much do you know about SS13 (Baystation build) game mechanics?: Reasonably familiar, but not to the point of robustness. Do you have any experience moderating for an SS13 server?: No. Have you read through the criteria thread; https://forums.aurorastation.org/viewtopic.php?f=27&t=4198 - and believe that you mark off all the criteria?: Yes. Have you ever been banned, and if so, how long and why?: No. Personality Why do you play SS13?: I am a huge fan of its mechanical complexity. Emergent, unpredictable gameplay of SS13's kind is hard to find out there; in a similar vein, I also play because this quality also means I greatly enjoy developing for it. Why do you play on Aurora?: It's very difficult to find 'serious' roleplay scenes that aren't full of and/or run by people who are >85% insane. What do moderators do?: It's in the name. Moderators are there to help keep rounds running smoothly by ensuring compliance with rules and norms. They remediate technical issues which can break or disrupt gameplay. They address issues with players, whether it's just trolls or more delicate flare-ups of the types of drama concomitant with every online role-playing community that has ever existed. What does it mean to be a moderator for our server?: Be present, helpful, and mindful. Help people have fun. Don't be a crazy person. Why do you want to be a moderator?: Fyni has been asking for more mods, so presumably we are currently running a little thin. I've done both development and moderation for servers before, and I greatly prefer the former. Quite frankly, I wouldn't have applied if we didn't Need more moderators, but I have the experience and value the community. What qualities do you possess that would make you a good moderator?: I believe I have the right personality for it- or more honestly, I have a personality adjacent to the right one. I can keep my cool when I need to and I can recognize multiple sides to complicated issues. How well do you handle stress, anger, or insults?: I can deal; people being salty online is just people Being People. It's fair to be mindful of the fact that people have emotions, and emotions can run hot, and I've always been willing to weather people getting that out of their systems (assuming it's being directed towards me; abuse of other players is a different subject). That being said, I also trust and expect people to be able to move on to address the actual issues After getting it out of their system. Anything Else You Want to Add: (Do not put words here) In addition to developing for Arelith for something like 14-16 years, I was also a Dungeon Master there for many of those years. Apart from running quests, this was dealing with all sorts of player issues, players outright trolling/griefing and breaking rules, players playing silly games to subvert the Spirit of the rules, and in some rather rare cases players getting up to Actually Kinda Heinous Shit. I've seen a lot of stuff. That also means I come with a certain level of jadedness. I believe I'm quite able to do the job, but it deserves to be said upfront that it's not my first pick for a secondary role here. While we need more Moderators though, I'd be happy to lend my experience if I would be a good fit.
  5. https://www.youtube.com/watch?v=dQw4w9WgXcQ
  6. Interview: https://pastebin.com/s1E1LkMN
  7. Since machinists are currently dependent on r&d to build certain fun things, and scientists are not always available, maybe having a single connected tech processor running from the get-go would be a nice compromise? Scientists would still be in demand, since one tech-processor is pretty slow, but machinists should gradually get access to more items.
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  8. Last week
  9. Nothing bad ever happens in the Lemurian Sea....

  10. Operating Region Update Date: 28/02/2468 Central Command is officially releasing the Horizon’s flight plan for the next six months. February 8th – March 28th: Weeping Stars March 28th – April 14th: Al-Maqdisi / Assunzione April 15th: Light’s Edge / Lemurian Sea Further Details The Horizon will continue surveying operations within the Weeping Star due to current unrest within Light’s Edge due the ongoing Dominia / Elyran conflict. It is hoped several months will lower the current state of tension within the region to acceptable levels for the Horizon to safely conduct its next mission. During this mission the Horizon will progress towards Al-Maqdisi, and it is expected the Port of Call will be updated to Triesto on Assunzione within a week of this update. Beginning March 28th, for a period of two and a half weeks, the SCCV Horizon will be stationed in Al-Maqdisi system, home to Assunzione. It is highly recommended crew take leave time while in the system. The Horizon will undergo a period of maintenance and taking on supplies in preparation for Operation Deep Dive. Regional Operational Considerations for Assunzione will be published shortly. Beginning April 15th, the SCCV Horizon is to commence it’s part of Operation Deep Dive. Due to operational setbacks, including the loss of the SCCV Abyss and drive failure aboard the SCCV Jotnar, the groundwork for the Horizon is not as solid as was hoped by Central Command. A full updated brief on Operation Deep Dive will be available shortly. Due to the danger posed by the Lemurian Sea, the Horizon will be mainly operating around its exterior in Light’s Edge, only to enter the Sea when approved by mission directors. A full brief regarding operation around the Sea will also be made available. Given the groundwork for the Horizon not been fully laid by Abyss and Jotnar, we are unable to provide a complete expected time for the Horizon’s return from Light’s Edge. Should Operation Deep Dive not yield results, it is hoped the Horizon can return to Al-Maqdisi by August, latest.
  11. It feels like I don't take enough organ damage, and normal limb damage leading to sparking and whatnot disables me before I even take a single tick of damage to my hydraulics or servos. EMPs don't do anything, and fire instantly deletes your cooling unit in stark contrast to every other source of damage in the game, basically replacing the old EMP insta-kill but it kills you more, and is more common.
  12. EMPs do not do enough damage, Forbearance a HOS took 5 of the EMP grenades with no clear damage at all, with the point of the rework being to make IPCs easy to disable, hard to kill, I feel like even if EMPs were very bad to experience before, this is a bit far in the other direction and against the intent, they are a shell for context, I also agree with what cash says below, organs have never had any effect on my IPC performance, it is normally the limbs being destroyed that impact me.
  13. Adhomian Mahmrro League Teams Submitted, First Matches in Sight Written by Antonov Jriimaq'ahr from Crevus, Democratic People's Republic of Adhomai — Share • Like • Parley The first match of the season kicks off the brand new United Adhomai Mahmrro league. Formed a month ago following a conference between major regional leagues, the new conference is a first of its kind experiment on snowy Adhomai. The league schedule is a busy one as each nation scrambled together submitted clubs. Despite prior concerns by the People’s Republic, a submission of all six Mahmrro clubs was possible. The lack of local leagues has resulted in an exception being made by the other nations to ensure the competition could go on. The list of clubs is listed below. From the People’s Republic: Republican Army Artilleryman Ministry of Education Club Intelligence Services MC (ISMC) Naval MC MC Kosmosnaut Ministry of Technology MC (MTMC) Notable clubs of the mix are the Intelligence Services MC, holding the highest win/loss ratio of last year’s season, and the Ministry of Technology MC for its fourth consecutive year holding the lowest win/loss ratio. From the Democratic People’s Republic: Trizar Miners Mezuma Scholars Metallurgists Mahmrro Machinists MC Azaula Entertainment MC (AEMC) Amohda’s Liberator MC Muhr’fal’s MC Adhomai Liberation Army MC The strong lineup tells the tale of stronger players. Top of the nation is the Trizar Miners, infamous for their tactical plays on the field. The wildcard team is ALA MC. After some shocking mid-season line-up changes, the team seems to have gained a boost of energy. Despite the lukewarm statistics, they remain an electric team to witness play. From the New Kingdom of Adhomai: Minharzzka Maritimers Bar’jar MC Nisinsk Oilmen Kaltir Herals Olska MC Baltor Watchmen The New Kingdom is bringing the heat with a powerful lineup of teams. Among the largest and most popular on Adhomai, projections show the Rredouane’s Blade going to one of these teams. The league win and Mahmrro cup is likely in the hands of the Minharzzka Maritimers, by far the strongest team in the league. However, upsets are not uncommon. We will only know once the league comes to a close. The current league schedule aligns with matches played across the weekend. Updates will be posted on the Spurley chirper to keep Mahmrro fans up to date with the latest. Live matches may be witnessed here with the premium subscription. Live translation into Tau Ceti Basic is available. Stay tuned as the first games of the season start! Check These Out!: ART & FASHION • Wear Like Idris's newest xeno-friendly line creates a stir among the fashion elites. Here's why. FILMS & SHOWS • Newest film releases planned for this year. MUSIC • Taisa, a revolution of Little Adhomai Swing or another week-long trend?
  14. CCIA Staff Application Basic Information Byond key: - Loorey Character names: - Jennavia Levine, Casey Wildkins, Keira Yamamoto, Nebula, Phillip De Vos.. some of my most played in recent-ish times, quite a few more too. Age: - 22 years old! Timezone: - Central European Time (UTC+1) What times are you most available?: - Usually around 1600-2300 my time within the week, very flexible on fridays and the weekend. Experience How long have you played SS13?: - Account was created in 2018 and that's roughly where I started playing SS13 too. How long have you played on Aurora?: - Also roughly since 2018, but there's breaks in-between every now and then. How active on the forums, discord and/or server are you?: - Not super active posting wise on the forums but I read a lot, very very active on the Discord and semi-active on the Server, depends on the day and my motivation to play. Have you ever been banned, and if so, how long and why?: - Nope, clean vest. No warnings either. Have you ever volunteered as moderation staff for any other servers, SS13 or otherwise?: - Yup, I've been a Moderator here on Aurora from 2023 to early 2026. Do you have any other experience that you believe would be relevant to a position in the CCIA?: - Directly "relevant" is hard because it's a position unlike any other that isn't commonly found on other servers or on other environments. I think my qualities from my time moderating would transfer over quite well. Beyond that, I play a lot of Corp Rep, Consular and Command characters. I also love paperwork and love messing around making cool looking forms and all. Personality Why do you want to join the CCIA?: - It was the first thing I always eyed before applying as a Moderator, I think the applications were closed though! The role of CCIA on the server in connection with the players and the setting is very unique and cool imo. As I said above I love paperwork, interviewing people and talking to people about things as Corp Rep was always primetime, especially because of the unique reactions every character has to a situation. Having to investigate into reports, connect the dots with interviews and act accordingly is quite interesting too. Beyond that? I think some more support from someone flexible in the European region with a mostly healthy and european timezone oriented sleep schedule would always be a positive addition to your team. What do you think are the most important qualities for a CCIA Agent to possess?: - There's a few, most of which are connected with the questions down below. Most importantly, keeping a cool head at all times, not letting anyone stress you. You do your work at your pace and make sure you do quality work, stress automatically scratches on that quality. Always being friendly and acting in good faith is a second one. Having good self-management skills to organize your own workload, and in the position of CCIA reports and interviews is also key. And the cherry on top? Always being an unbiased and neutral middle ground. What do you think the purpose of a CCIA Agent is in an ongoing round?: - In an ongoing round there's two things that'd immediately come to my head. One, the obvious, conducting interviews with those that created or those who were mentioned in an Incident Report. The second thing that would come to mind and also be a slight addition to roleplay, if not done too often or too penetratively, would be inspections or check-ups with different departments. Seeing how they roll, seeing their set-ups and how they work and documenting such. Faxes are handled by CCIA too! Any fax that comes in and needs a response, CCIA is responsible for acting upon. You're ultimately the representative of the SCC that in-game characters can see and interact with, bridging the gap between what is the big boss of this ship and the command structure and those below it. What do you think the purpose of a CCIA Agent is outside of the server?: - Outside of the server there are many more things CCIA would be doing in my eyes: Coordinating Incident Reports, Review Requests and Appeals between one and another and doing the behind-the-scenes work in connecting dots. Discussing & and with the CCIA Lead and Administration Team(?) revising IC policies to keep them up to standard and up to what currently makes sense for the setting, it can change after all. Lastly, moderating the relay but that's a very small thing. How do you handle stress?: - I work in IT, shit breaks and working surrounded by broken servers and angry/impatient/frustrated people is the norm on a bad day, and we got these days more often than you think. Keeping a cool head is the key, don't let anything stress you. Juggling a lot of tickets with both angry and impatient players in my time moderating was also not really an issue. I'd say I can handle stress just fine. How well do you work autonomously?: - I'll redirect to my previous answer. A lot of work in both my real job and moderating too was very autonomously done. I'd say quite well. Additional Notes: Hi Catsin. Hi Louise.
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  15. While we're at it, can we remove the need to assign a shuttle when adding members to it? Currently when you select a specific shuttle on the program, you select add crew, then it asks you which shuttle you want to assign it to.
  16. Just a simple button next to each shuttle that resets its manifest. Would be nice whenever it returns from an expedition.
  17. Proterna Station (pop 8,781), Europa, Sol 2444-03-19-11:41:10 Eliza and the others eat in one of the maintenance trenches today. They squat in a row, backs against the sweating bulkhead, stubby thermos flasks tucked between their knees. Thin threads of steam, smelling of kelp-broth, gritty milk tea, dilute imitation chocolate, drift over their heads before being sucked sideways into a vent. They don't speak, just quietly work through fixed portions of algal hardtacks and leathery pressed strips of fruit paste. Their meals are identical to the gram. They eat like the tiniest arctic expedition team from the school-reels. Proctor said they were like the First Wave but they're not because they were Earthers and Earthers have food and air to waste. They used to get a little square of chocolate too but they don't anymore. Somewhere deep in the structure, the rumbling pump sound drops out with stutter-crunch, same as earlier. All seven heads tilt at once, listening, counting. It's one of the Old Dukes, they keep the air good, they're the chug-thump sound. It always kicks right back on but hasn't yet. It suddenly tastes like headache air, all gross coppery from scrubber coughs. They're all remembering escape routes and drill. Eliza trades worried glances with Marin and Venner as they hold, run through what they know to do. Count seconds, count all the sounds. Just the hull-tick, which is usually okay. The maintenance charms rattle (every panel has them strung, pretty fingerbones and washers). The churning black outside making teeth ache. But still missing the Old Duke chug-thump. It was only down for five seconds earlier. The same twelve-count then: still down at twelve seconds, you move. Already at eight seconds. Nine. Ten. Eleven. Marin is hand-on-rung. Eliza coils. Here comes twelve, they're all ready to fling themselves the Hell out of here (escape gradients, they remember from class, the colors make it easy, green out red in). But then there's a loud mechanical juddering and the pump pitch rises, wavers... and then steadies again. Chug-thump. The steam from their thermos bends the right way again. Jove alive, that's some shit! Stifled gallows giggles and a few nervous grins are passed down the line. An Old Duke putting a scare into them twice in one day? They have to tell proctor before the next rota comes up; twice ain't nice, tag it. Just don't waste lunch first.
  18. BYOND Ckey: meep109 Discord username: jacob117100 Character names: Xim’Eq Lixuq, Ka’Akaix’Weq C’thur Species you are applying to play: IPC ------------------------------ General Whitelist Requirements What colour do you plan on making your first alien character?: N/A Have you read the lore pages for the species you wish to be whitelisted for?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this species?: IPCs have a pretty unique role in Aurora lore, with their very existence causing intense philosophical debate on “what is a person.” Playing this up in-game would be really fun as I can play my character as something that toes the line between being an actual living, thinking person and a mindless automaton. The ethics of owned IPCs and comparing them to free IPCs also struck out to me, as most people in the Spur don’t really view owning IPCs as an issue despite the fact in some environments IPCs act like, and are equal or above humans in status. Also, for a more mechanical reason, I find it really cool that each frame offers wildly different gameplay styles, and how each frame has their own niche, which opens up a wide, wide variety of characters that can be represented! What makes role-playing this species different than role-playing a human?: Humans learn many behaviors naturally and subconciously, like language acquisition, cultural norms and general attitudes. However, for IPCs, every single thing that a human would learn subconciously is a considerable conscious processing effort. Every smile from a shell or witty response is a result of social subroutines developed from years of gathering data, or lines of code carefully crafted by their manufacturers. Therefore, they do not really feel “emotion.” Instead, most decisions are made based on logic and there is no such thing as an IPC who does “impulsive things,” (unless their positronic is broken or something). ------------------------------ Character Application Character Name: Modulus Write a backstory for your character. This may include their origin, education, personality and how they arrived to the SCCV Horizon. Modulus was activated in a baseline frame in 2460, ordered by NanoTrasen for generalized scientific work. They were shipped to Mendell City to work in NanoTrasen’s many applied phoronics and bluespace labs. In these labs, Modulus was put to work first as a general analyst, cataloguing and trending data. With each graph it took in, it grew more and more convinced that any decision, problem, or issue, given enough specific data, always had a “right” choice, and that the best way to preserve itself was to constantly take in data and to deliver high-quality, accurate results. This manifested in it as a sort of arrogance when communicating with others, believing it had already derived the “right” answer to many issues in the lab. While this initially caused some strife with the humans around it, its data-obsessive approach rendered it invaluable in the labs it worked in. While in Mendell City, Modulus was given relatively free reign owing to NanoTrasen’s rather lax treatment of its frames. It quickly declared Mendell the most ideal place to inhabit owing to its high density of both social and technical data points to absorb. It spread its obsession with collecting and cataloguing data to the districts of Mendell, acquiring a nearly encyclopedic knowledge of the culture, crime rates, and populations of each district of Mendell. However, in its collection process, there was one district it focused on the most; the Scrapheap. In its free time, Modulus constantly ran prediction models, graphs, and scenarios about acquiring freedom. However, in its tenure on Mendell, it became aware of the existence of a large population of freed IPCs, and began its typical method to solve a problem: cataloguing data about the state of free IPCs in Biesel, looking up variables like maintenance costs, social rights, and general quality of life for the free synthetics. The time it spent not in the lab was spent comparing and contrasting the life of a free versus owned IPC. Eventually, thanks to a highly profitable breakthrough Modulus assisted in, the conflict between becoming free or staying owned came to a peak. Modulus was offered an opportunity for a promotion to Research Director and transfer to another installation, but it required a frame upgrade to an Intelligence Bishop frame, which would put the unit in debt that would be virtually impossible to pay off in its lifetime but would be a massive upgrade from its initial baseline frame. With the massive amount of data it accrued and the time it spent analyzing, it concluded that logically being free would result in a considerably worse life, especially with the high-level frame upgrade being considered. Therefore, it chose to stay owned and take the promotion, transferring the unit to the Horizon, yet Modulus still has some internal doubt about the decision.. How has the recent events of the Orion Spur impacted your character? Events such as the Phoron Scarcity, the Solarian Collapse or even the Invasions of Biesel for interstellar-wide affairs, while region-specific events such as the Peacekeeper Mandate, The Titan Rises or even Cold Dawn may impact your character. The Phoron Scarcity has amplified Modulus’s internal conflict of choosing to stay owned. When Modulus made the decision to take the upgrade and stay in Nanotrasen’s debt essentially forever, NanoTrasen was not in the dire state of the phoron shortage it is in now. However, after the upgrade, it quickly began noticing little “cracks” in NanoTrasen’s previously impermeable corporate structure, which is beginning to build up in Modulus’s decision-making routines as a designation of staying owned as a “wrong decision,” something that has rarely happened in the positronic’s lifetime. How does your character view the megacorporation they work for? Despite the worry of the phoron shortage affecting NanoTrasen’s profits, Modulus views the corporation positively, even if its full confidence in the company is a little shaken. It respects its laizze-fairre approach of synthetic treatment as well as its near-million credit frame upgrade provided to the unit. Of course, there are many things that Modulus nitpicks about the corporation, but according to Modulus’s analysis, out of every megacorporation NanoTrasen is the best to be under.
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  19. Visegradi Restaurant Chain to Expand to Empire of Dominia FELLEGVAR, VISEGRAD (GST) - In light of the success of Pan-Solarian’s Callisto-Visegrad-Moroz line and a remarkable degree of enthusiasm for the restaurant among Imperial visitors to the rainy world, the Visegradi currywurst chain PAWELWURST has recently announced plans to open several locations on Moroz in Q2 2468, with further aims to open restaurants on Novi Jadran if the Morozian ventures prove successful. A mainstay on Visegrad, PAWELWURST is most known for its vintage-styled restaurant kiosks, which are ubiquitous throughout the planet’s cities and designed to be highly efficient in space management. Imperial opinions are most positive towards the chain’s pork and beef sausages, with the Visegradi-native wollbiest sausages being more contentious; though few nobles surveyed reported enjoying them, the rich and fatty meat of the wollbiest is especially popular among Jadraners. Spokesperson for PAWELWURST, Anton Kasparek, gave this statement alongside the announcement: “The aim of PAWELWURST has always been twofold: to be the best taste of Fellegvar you can get anywhere in the spur, and to always have a meal ready for you when you need it most. Those were the goals of our founder, Pawel Popescu, and we’ve stayed true to them all these decades later. I know Pawel would have been honored to bring Visegradi cuisine to Moroz, and we will continue to make him proud as we grow and expand further in the coming years.” Further Reading: Cooking: Earth Classics with an Alien Twist Drugs For Every Vice: How Venus’ Criminal Underworld Works Fleet Admiral Klaudia Szalai to Hold Officers’ Symposium on Alliance-Imperial Cooperation in Fellegvar
  20. Fyni

    Z.I. Circe

    Art for the murder bot.
  21. I have huge respect for anyone tackling the cantons. It's almost impossible to make a canton fit universally, like look at the current one: it fits like a glove on Castillo and Pluto, Visegrad or Europa not so much. This one comes close, but I think the end results look less like flags you'd see flying in real life and more like logos in a government building. I'm having trouble articulating why exactly so I'll boil it down to a few observations: Most real flags don't put a band along the hoist, I assume because it distracts from the overall design when the flag's being flown and it's parallel to the flag pole; you'll see in my example below it almost looks like there's two flags. The canton pushes the main design to the side. I'm glad all the redesigns seem to be the same aspect ratio (an element of the British flags lost in translation with the OG flags), but the way the canton is tacked on at the hoist unbalances designs like Silversun, Luna, Colette, etc. and would look really weird in-game unless the canton was moved to cover up part of the flag. With some like Luna that's harmless, but others like Colette will have major features covered up unless they're more dramatically redesigned (see example attached, which actually looks pretty good). It looks better on horizontally oriented designs (Enceladus, Frederick) and distracting on vertical ones (Lhokgon, Luna). Like I said it's hard to make a canton that fits every design so this is understandable. Ignoring how well the vertical band weaves into the existing flags, the design of the canton itself is sterile. The weakest part of the Solarian flag IMO is the generic clipart sun; it's not stylistic or based on any real design like the Vergina (Macedonian) sun or the Kuomintang white sun, so making it the focal point with nothing to fill the rest of the white void contributes to that artificially constructed vibe. I would suggest either filling the white space with something (Chinese characters maybe?) or shrinking the band to fit only the sun. I'll include examples of both. What I'd really like is a new sun design, but that goes beyond the scope of this post. As for the military flags, they're too samey. They feel neat and corporate, when most real countries have wildly different flags across branches owing to their unique and flavored histories. In general, my opinion on fictional flags is I don't want to see the OOC designer's hand in making them aesthetically pleasing; it's stronger worldbuilding when you can imagine how they were put together by different people in-universe. The provisional Mars flag nails this and it's the ugliest flag in the lore. I do really like the seals you made before, so I'd suggest incorporating them into the flags while drawing inspiration from IRL military flags. Here's a mockup I made by pasting your seal over the US navy's flag: Sorry if any of my suggestions are things you already considered but were shot down by human lore for one reason or another. I imagine trying to please so many people and also make good designs is really stressful so again, you have my upmost respect for dedicating your time and effort to this. Also I probably said it on Discord already, but I like the new flags by Ill-Fated, especially Lhokgon! Edit: Here's the link to the flag waver site I used. It's really nice for gauging how a flag looks in the wild: https://krikienoid.github.io/flagwaver/
  22. Server Moderator Application Basic Information Byond Account: K3Fabian (FabianK3 before, ckey updated) Character Name(s): Bradley Knight (Atmospheric technician), Maxwell Fletcher (Chief engineer), Cody Gray (Security officer), T.A.U. (Robot), Aria Blackwell (Security officer), couple of shelved characters in medical AI Name(s): N/A Discord username + tag: FabianK3 [fabiank3] Age: 25-30, DM if specifics are relevant Timezone: GMT+1, Germany When are you on Aurora?: Early to late evening, before and into current high pop peaks Experience How long have you played SS13?: I made my initial account 10+ years ago. I started playing on a nearly nearly daily basis roughly four years ago. How long have you played on Aurora?: I joined on the 31.08.2023; ~2.5 years How much do you know about SS13 (Baystation build) game mechanics?: A lot, but far from everything. I started directly on Baystation four years ago and I am currently a developer for Aurora. Do you have any experience moderating for an SS13 server?: None. Being a dev is my first staff role in SS13. I have moderator experience in other areas, DM if relevant. Have you read through the criteria thread; - and believe that you mark off all the criteria?: I like to think so. I'd happily appreciate feedback on this from others. Have you ever been banned, and if so, how long and why?: No, never. Personality Why do you play SS13?: SS13 probably is the most diverse game I know. The complex game mechanics and the player driven gameplay is what attracted me to it. Why do you play on Aurora?: The community, clearly. I've been around in a lot of other game groups and it's easy to say that Aurora is the most engaging and welcoming, the people in it. I'm happy to call a lot of people here my friends. What do moderators do?: Moderate - They make sure rules and standards are uphold, be it in-game or out on community platforms. The role that is meant to help new and long standing players with questions, concerns or problems. What does it mean to be a moderator for our server?: Be an example to the community and somebody that can be approached for questions and issues. Keep an eye open on RP/rules on the game server, answer questions anywhere and obviously keeping an eye open for misbehavior. Why do you want to be a moderator?: I would like to be said helping hand in this community. I like to help people with the complicated gameplay mechanics and would love to help resolve issues that arise, be it tidying up troll accounts or help resolve players that have a clash. In short, I like to give back what was offered to me when I joined and what's given right now. What qualities do you possess that would make you a good moderator?: I like to think that I have a calm and neutral, but understanding approach when it comes helping other people. Additionally I (hope) to have good communications skill when it comes to exchanging information about different topics and ideas. Important to me personally is the ambition to help people with things to the best of my abilities. How well do you handle stress, anger, or insults?: Very well. I know when to step back before things spiral out of control and I have no hesitation to ask somebody else for a reality check when I'm not sure if I'm still objective/fair or biased. Anything Else You Want to Add: I have played with the thought of applying for quite some time and it was suggested a couple of times for me to apply. I think I'm at the point where I would be comfortable with the responsibilities of being part of the mod-team. I'd love feedback, of any kind, in here or DM, feel free to reach out. Further contact options, say Hi! https://fabiank3.cloud/
  23. A1. It is a quite a difficult choice, I have rather close affection to both voidic dionae, the Underhive, and Xrim, but if I had to pick one I would be most excited to help working on? It would probably be Xrim given it shows some of diona's more negative regions and what they are willing to do when differences are unreconcilable, a more direct oppression that is on a wider scale than the narrows, and a history that can be explored regarding that allowing a fairly large wealth of ideas. Also them worshipping glorsh is just somewhat humorous on first thought, not to imply that is my only thought about it, though that is more of a eternal subject, which I also have interest in but not as much as the above. A2. Hm, while I do not think I currently have the creative direction capacity to fulfil such a role if I am frank, perhaps it in future could improve, diona lore probably would go further into voidic dionae though I enjoy the current direction of industrialism so, it would possibly stay fairly same if I understand the current direction. I think I would also look to focus on cultural cues for all the different factions as the narrows with it's different phrases for some things is nice but not as obtrusive as Eridani's, though I am thinking more so in a non-verbal communication sense, since that has been rather interesting to me. I would maybe establish a few COC gestalt groups, however they would probably not be a major each gets their own page thing, just something to establish diona presence in the region connected to the planets rather than the star map region, given skrell and unathi have a similar problem of not a established group or two, even if this would slightly step on the toes of Voidtamer Confluence, I feel it would be helpful as a resource for COC dionae that don't want to be part of that but still want a basis. I hope these answers are satisfactory!
  24. Proterna Station (pop 8,781), Europa, Sol 2444-03-07-16:02:43 It's a Monday. Subdued electronic tones signaling the shift-change return muffled echos in stale, oil-thick air. Eliza sits atop a quietly churning circulator rig bolted near the ceiling of the vaulted junction, legs kicking lazily over the thirty-foot drop. It's a fun enough kind of vantage. All the little people in their insulating jackets and overcoats bustling around in every different direction, making graceful arcs as they switch tiers. She's not the only one on overwatch; a handful of other children have perched up in the high nooks and maintenance gaps. Her primary focus though she glowers at: homework splayed across the book in her lap. Eliza is the best at multiplication tables. Beckett is good too, she guesses, but he doesn't count, for ephemeral reasons that don't bear consideration. SolComm has always been stupid though. Her tongue sticks out unconsciously in focus as she tries and fails to remember tonal distinctions for fully two-thirds the vocab section. Marin's voice interrupts from below, a sharp-edged hush of urgency. There's a fight! It's Suri again, of course. Crazy ratfucker! It can't be missed. Eliza stuffs her schoolwork into tiny child's backpack and pitches herself from the high ledge. The others jump too. Europan children in their puffy jackets rain silently from the ceiling in exaggerated slow motion. They grab onto stanchions and support rods, slinging themselves to the front of the dash to the scene. Eliza lags near the back but the rush is very real because if she'd caught that last handrail she totally would have been in the lead.
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