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T1GWS

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  1. I understand the decision and am going to accept it. Thank you for the time to at least considering a policy change or exception. Reguarding moving forward, I would like you to clarify what you mean when you say "make them a research director". My character would only fit the requirements for RD if education counts as "experience" as 10 years of experience is needed. This is something I would like you to clarify. I agree that my character might work better as an RD and was planning to eventually apply but as I have been getting back into Aurora I put it off. Furthermore, I would like to see this policy you and other staff have referred to reflected in a permanent form. I questioned the validity of my character and had no way to find this policy on the wiki or in the forums.
  2. I believe this to be a general misunderstanding of both my character and of my role-play style. There may have been a miscommunication about what "secondary skills" meant in reference to your IC questions. I have never, and do not seek to play the role of a scientist when on shift as a roboticist (or vice versa) without a very good OOC reason. My IC response to your question was due to the fact that there were two roboticists on duty and no scientists (excluding you the RD) and was meant to give notice that my character would be able to have their job swapped ICly (through the HoP) if it was needed. As I say in my first post, the only cases in which I have done research and roboticts duties on the same shift is when there is not the opposing role and when it is asked of my by an RD (this also heavily suggests that these RDs are okay with this behaviour and role-play). If you got the impression that my character plays both the role of a scientist and roboticist in one shift there may have been a miscommunication on my side that I apologise for. I well understand that the job the character has during a shift should not be extended without proper IC and OOC causes. It is similar to a security officer having paramedic training in that while it is allowed the character is not supposed to act as a paramedic while in the ISD or vice versa. If my character is assigned as a roboticist one shift then I do my absolute best not to infringe on the roleplay on scientists and never have so far. Because it seems like this discussion started under a miscommunication, I would like to answer any further questions you have regarding my role-play if needed.
  3. I understand the logic behind the policy. The problem is that in my years of playing on and off, research into forum posts and the wiki prior to making this character, I had not found ANYTHING suggesting that this combination of jobs was not possible. I have been role-playing this character for a few weeks now and despite interacting with multiple RDs none of them have reprimanded this behaviour ICly or OOCly. If this was a policy that has always been enforced, why was it not in your forum posts regarding multiple jobs as an example? It is made clear that staff permission is not required for inter-department jobs so I had no reason to ask them. Again, while this is a staff complaint I understand that they were enforcing an uncommunicated, and in my opinion unfair, policy.
  4. BYOND Key: T1GWS Staff BYOND Key: ShesTrying Game ID: b3R-aCZU Reason for complaint: Disagreement with staff decision. After inquiring about a character ICly ShesTrying bwoinked me for having a character who was capable of both robotics and research and development (roboticist and scientist). The moderator in question then said that it was impossible for member of the crew to have both the qualification necessary to be a roboticist and a scientist and proceeded to shut down the conversation. Of note is that her character was the one to inquire about the skill-set of my character initially (before letting her opinion be known in LOOC and then by admin-talk). This complaint has nothing to do with the moderator in question and is not specific to an individual round as this injunction would apply to all rounds and all characters. I believe it to be the moderator's opinion that no character would have the qualifications necessary to perform the duties of both a roboticist and a scientist on separate shifts. I resist this claim. Evidence/logs/etc: It is of course clear that one character can have multiple jobs on-station (on different shifts). The main source of information regarding this matter is the post regarding multiple jobs: https://forums.aurorastation.org/topic/9293-staff-decision-multiple-jobs-job-hopping-realism-vs-gameplay/ In this post it is made clear that "People are permitted to play within the department to the extent in which they have the qualifications. A Head of Security to Warden is fine. Certain exceptions to the rules apply, such as an Officer going cadet due to lack of slots". While cross-department job postings are allowed, they require staff approval. Of course since 'scientist' and 'roboticist' are in the same department no staff approval is necessary assuming the qualifications are in order. While the rule itself is rather vague, the spirit of the rules is clear: "There's an OOC aspect to it". The goal of these rules, as I understand it, is to prevent one character from getting in the way of other members of the crew or having "extreme" qualifications that would negatively impact the role-play of other players. This begs the question, is a scientist with the ability to be a roboticist "extreme"? What is a Scientist?: Other than a miserable pile of materials, that is. While the wiki itself defines the qualifications for a scientist as: "At least 25 years of age, PhD from accredited university in applicable field" this is far too vague for any sensible interpretation. The important verbage in this line is "applicable field" and I believe that it is best defined by the observation of the faculties aboard the Aurora. Of course the primary reason for the existence of the station is research into bluespace, which is represented by the telescience lab. Also is the chemistry lab, showing that scientific chemists are welcome in the department. Excluding xeno-archelogy and xeno-biology (which have different job slots) the last two facilities of import are the research and development lab and testing range. The vast difference in these workstations makes clear that the role of the 'scientist' aboard the aurora is rather broad, but it is reasonable to assume that scientists are meant to specialize based on their education (for example a bluespace grad would be working in telescience while a biology grad would be in the chemistry lab). The question at hand is whether or not the aurora would have the faculties to do robotics research, and to this I suggest a resounding 'YES'. In fact with the implementation of circuits in the science labs it is clear that robotics research (of some kind) would be welcome in the labs. It is often the case that you will see scientists building drones with circuits (robotics work). What of the Robo-man? In contrast with the scientist, the qualifications of the roboticist are: "At least 25 years of age, Engineering or Mechatronics or Robotics degree (Masters preferred)." It seems quite evident that the qualifications of the scientist eclipse that of the roboticist as the minimum of a bachelors degree is far from a PhD. It is suggested both in the requirements and in-game that roboticists serve a more practical role in the station: building and maintaining station-robotics and crew with tools rather than doing actual research. There is no reason to suppose that a researcher could not preform the tasks required of a roboticist if properly trained. As the example in the aforementioned post goes: "A Head of Security to Warden is fine" and thus an "overqualified" crewmember could be placed to a job with a less demanding educational requirement. What about the Character in Question?: While the moderator that made the decision required no information about the character in question to make said decision, I think it would be a good idea to explain a character that was built from the ground up to play the role of both a roboticist and a scientist aboard the Aurora. Dr. Malthus, 32 years of age, received his Doctorate of Robotic Science from Solis Cognito University about one year before working aboard the Aurora. With a Bachelors of Mechatronic Engineering and a Masters of Applied Mechanical Prosthetics he would be more than capable of fulfilling the roles of a roboticist aboard the Aurora. Dr. Malthus received his doctorate due to his research into mechatronic weapons-systems and their development (the kind you would see produced by a roboticist on the Aurora). In terms of job qualifications he would both be qualified for scientist and roboticist as his doctorate and research has to do with robotics itself. While he could have worked anywhere with the prestige a degree from Solis Cognito comes with, he decided to continue his work aboard the Aurora due to their research into Bluespace. Interested in the applications of this new scientific field, Dr. Malthus accepted a graduate position at Nanotrasen High University for study into bluespace aboard the Aurora. In addition to this research he would perform robotics research and engineering due to his already acquired skills. His current qualifications include: Construction/maintenance of mechatronics and cyborgs Construction/maintenance of on-station artificial intelligence Installation of external prosthetics(limbs) and assisting with installation of internal prosthetics by medical doctor(Eyes,Heart) Research and Development Notably, even within the role of scientist aboard the Aurora Dr.Malthus is not qualified to experiment with telescience without another scientist to work with due to his education being in progress. Additional remarks: While I believe it to be obvious that my character would be able to perform the duties of both a roboticist and a scientist ICly, it is important to keep in mind the OOC ramifications. The goal of job-hopping rules is to prevent toe-stepping and extreme conduct and this character has been built and role-played with reasonable restrictions in mind. There have been two cases in which this character has done cross-department work ingame and both times this has been approved by the sitting Research Director and Head of Personnel (one was the tutoring of a Lab assistant in robotics when Dr. Malthus was on duty as a scientist). These qualification are not used to subvert role-play in an extreme manner. I believe the decision made by the moderator in this case was made rashly and without consideration for the individual nuance all characters (and roleplayers) have and I think that from this point on characters should be judged on a case-by-case basis regarding inter-department job-hopping. There is no indication anywhere in the rules or in the recent multiple jobs post that indicates a scientist-roboticist character would not be fair-play and since the character was built with this in mind I think it is too harsh of a decision to make absolutely and without deliberation. I understand that this is less of a staff complaint and more of a policy conversation, but I think it stresses the need for more discussion on the matter. I would hate to have to throw out or radically change a character because a staff member made an off-the-cuff decision against them when there is little precedence on the matter. If it is the case that my character does not make for valid role-play (and I would like a serious discussion on why that is), I believe that decision should be recorded and made public so that other players do not make the same mistakes.
  5. In this wonderful, innovative, and well-crafted proposition you have outlined, the difference between a new and completely in-experienced researcher and a maxed-out Research Director on a very pivotal and important research station would just be five years experience. If it is your intent to make sure that all command (except for skrell and IPCs because they are special) are un-educated, you should make that more clear. Why in the goddamn hell would we want to set maximum caps on education when the biggest fucking problem is people creating snowflakes that manage to JUST get the minimum requirements. By limiting command crew to one Phd and one Master's, you are essentially saying that many heads of staff, RD and CMO included, would not know how to perform many of the necessary tasks in their departments. If you want to add changes to the current qualification system, this is the last thing you should be doing. For example, being a CE requires you have both a PhD AND 10 years experience, the 30 year age cap for that role is invalidated because you CANNOT get a PhD and 10 years experience before you are 30. There is NO reason to do any of this beside trying to rope command and experienced professions into your idea of a ideal crew member. Command are already white-listed, and held to a higher standard than other players. Instead of trying to restrict the kind of character you can play, I think instead we should be looking at those who abuse the system first. Also, Paramedic needs a vocational.
  6. +1 Dominia m̶e̶m̶e̶s̶ lore will pierce the heavens!
  7. Type (Species/Company/History/Other): Multiple Factions/History Revamp/Military Relevant Dates: 2110 - Current Year Basic Description: Replaces the current Eridani navy/army with five mercenary companies attached to the Eridani government, with supplementary backstory/lore. Long Description: The history of organized mercenaries in Eridani dates back to shortly after it's founding. After colonists sponsored by mega-corporations started to stake claim to portions of the resource rich planets, it was only natural that conflict would eventually break out. The megacorperations scrambled to assert their control over the planets in what would form into the Eridani Federation decades later. Because at this point Sol had complete jurisdiction over the system, any direct conflict in the region by the megacorperations would cause an interstellar controversy. Because of this, among other reasons, they collectively resorted to hiring private mercenaries to 'protect' their colonists. This huge influx of money into the market lead to the formation of factions within the normally solitary mercenaries, instead of small teams of 20 or so highly trained men, companies formed with thousands of employees to supply the needs of the megacorperations. After years of small independent proxy wars using these companies, Sol decided that instead of using overwhelming force to bring order back to the region, they would grant Eridani the right to govern themselves. After this development, small wars took place on the planets and moons of Eridani, with mercenaries fighting to wrest complete control of the planets and moons for their sponsors. After decades of costly fighting, some megacorperations decided to band together to stop this violence and instead work together. After the terrorist attack on Eridani 4, all megacorperations decided to put down their guns(wallets) and come to a common solution. The Eridani Corporate Federation became ubiquitous within the system, ending the major proxy wars. When it came time to establish a military for the Federation, they opted to use the battle-hardened mercenaries instead of using the inexperienced general population. The Eridani Federal Army and Navy are currently controlled by five autonomous PMCs, all of which are sponsored by the Eridani Federation. By this point, so much money had been invested in them from the megacorprations that they grew to dwarf the size of other independent armed forces, and combined are able to easily beat Biesel's defensive army and match Dominia's still developing army. Each of the mercenary companies is headed by a leader who is also recognized as a High Commander by the Eridani Federation. Members of the Board of Five are able to 'rent' the mercenary companies to do their bidding, but in actuality it is more analogous to bidding wars. A mega-corporation that is willing to invest enough money might be able to purchase entire control of the Eridani forces for a time, only to lose said control less than a year later. The mercenary companies are granted more independence than any other military in the galaxy, with the raiding and looting of pirate ships, and hunting down of 'subversive elements' being the norm. Due to their previous conflicts and differing ideologies, the companies tend to butt heads on most issues, but are willing to come to terms and get the job done when the price is right: The Red Tigers: Leader: Shao Wang the Red Dragon Formed from a small but long-standing Sol pirate gang, The Red Tigers soon learned that in order to thrive in the modern galaxy, they had to be sponsored by the increasingly powerful megacorperations. The Red Tigers have large Chinese influences due to their origin within core Sol territory. Owing to their pirate heritage, The Red Tigers will accept just about anyone who can follow basic orders and shoot a gun. Usually this means recruiting from former pirates or raiders that wish to 'come clean' and start a more socially acceptable profession, but they will also accept anyone who can prove their mettle and pass their harsh ritual tests. Based on Chinese military boot camp tests, all applicants from former pirate leaders to street urchins must pass all of these tests confirmed by a senior member in order to be inducted into the company: The Trial of the Ox: The applicant must hike across mountainous terrain or desert for ten miles carrying a backpack half their weight for fifteen miles in a day. This is usually performed on the desserts of Akhet in modern years. The Trial of the Rabbit: The applicant must be able to run a mile in under seven and a half minutes The Trial of the Fish: The applicant must swim 2000 yards in less than 40 minutes. Anyone can join this corporation so long as they pass these three tests and are vouched for by a senior member. The Eridani judicial system will usually avert their eyes to past crimes upon membership, barring murder of important/wealthy citizens or grand theft. The Red Tigers have by far the largest population of mercenaries in Eridani, but are plagued with insubordination and ill-training. Mercenaries from this group are the most likely to commit acts which tarnish the names of all Eridani mercenaries, and are thus disliked by all of the other companies. Blue Storm Corporation: Leader: Kensuke Hanzo After financial recession in the 2100s, Japan faced larger hardship than most, due to their lack of natural resources to exploit after the largest petroleum company, Titan Energy, could not keep itself afloat. Relying on their technological edge to compete, multiple PMCs were formed to using advanced technology, one being the Blue Storm Corporation. Corporate espionage and assassinations were nothing new in the advent of huge multi-national corporations, but nobody did it quite as well as Blue Storm. Proprietary stealth technology including some of the first fully functional stealth suits let mercenaries get deep secrets from competing corporations, and thus make more money than ever before. The cycle of technology and increasing profits soon lead to Blue Storm becoming the most reliable and expensive mercenary company on earth per person. This success, however, garnered distaste from all of the large corporations on Earth, so much so that they pressured the UN to officially force them to be hunted down and arrested. During a last stand, using their skills, funds, and technology, Blue Storm managed to steal a United States colony ship, and sent most of their company into space using it. The UN and later Sol assumed Blue Storm to be dead, as few could survive on even habitable planets without help from the colonizing country. A couple decades later, a Blue Storm colony was found on what is now called Akhet, and the rest is history. Blue Storm has always had a small number of members due to the amount of expense they often pour into making quality mercenaries. Because of this, new members have to be thoroughly vetted, and are usually brought on when they are around the ages of 9-13. Normally, Blue Storm recruits from orphanages and areas of poverty in Eridani, selecting those with the best natural aptitudes and talents into their ranks. You might expect the Eridani people to despise cyber-ninjas coming to steal their kids, but it is actually seen as quite the honor, and children who are selected will likely never have to worry about poverty again. Initiates are often trained using the most high tech options available, including VR training and implantation with cybernetics. Often after years of physical and combat training using these methods, Initiates are sent abroad to work at mega-corporations to gain experience with working with actual people, before coming back to become a fully fledged member of the corporation. Blue Storm Corporation makes up the backbone of Eridani's spy and information network, and often uses it's gathered information for it's own mysterious goals. White Eagles (also known as Samuel's Grey Feathers): Leader: Jack Packerson The ideals of American pride and liberty slowly waned with the empowerment of the United Nations, and soon the Sol Alliance. Despite this, there are enclaves of American culture around the galaxy. Formed in Terran North America by entrepreneurial ex-marines, Samuel's Grey Feathers was the primary PMC used by the powerful and industrial United States of America. Slowly replacing the United State's regular army, Samuel's Grey Feathers, or its nickname, White Eagles inherited the same discipline and pride that the old army used to hold. When American companies sent colonists to Eridani, so too came the White Eagles, and they have been there ever since. Fielding the first Exo-suits in combat, The White Eagles have more experience with RIG suits than any other known organization in the galaxy, boasting complex and powerful suits that border on works of military art. While focusing on expensive explosive ordinances and Exo-suits, the White Eagles are certainly a force to be reckoned with, as no other mercenary navy can beat their orbital bombing skills. It is no surprise to learn that the explosion loving White Eagles are also a fan of personal liberty, and they are rather boastful of that fact. Freedom of speech and privacy is heavily enforced by them, both inside and outside their ranks. It is common to find squads of White Eagles upholding the values of the 'Constitution' in Eridani space, whether or not it is actually profitable for them. A good example of this is when a White Eagle platoon hunted down and captured a very wealthy corrupt business man who had been silencing both competition and consumers with his own private army. The White Eagles are a rare example of people who not only act for profit in Eridani, but for ideology. The White Eagles still have a large presence in Sol, mostly fighting pirates at the behest of mega-corporations like NanoTrasen, and most of their members come from Earth and American colonies in Sol space. The Green Army (formerly known as Tesova Employed Contractors) Leader: Chairman Vadim Kuznetsov While the White Eagles hold pre-SoI America dear to their hearts, they are not without their arch rivals of the Soviet menace, Tesova Employed Contractors. Communist mercenaries seem like an oxymoron, considering all is supposed to be equal within the Iron Curtain, but that could not be further from the truth. After a costly Chinese campaign, the Soviet Union was exhausted from war and internal strife. To solve this problem, the USSR decided to impress the Slovenian population into a new autonomous army. After forcing a quarter of a million men into this new army, the USSR began covert experiments to improve their effectiveness. Super-drugs became common within the ranks of the army, including steroids and pain killers such as morphine, but the far more interesting drugs were developed later on. Hyperzine was developed from an altered caffeine compound and tested within the army to improve agility and precision in the field, and was a huge success. Men could run much faster and almost twice as far on high doses on Hyperzine, and it was relatively hard to overdose on it compared to similar drugs. Hyperzine was later used in modern medicine and as a standard performance enhancer. On the other hand, Synaptizine was far more powerful and dangerous. Originally developed as an anti-truth-serum treatment, Synaptizine because a drug used by elite soldiers in the Tesova army. While it dulled pain, and eliminated all mental hazing and shell-shock commonly found in the field, it was highly toxin and if not dosed and treated correctly, could lead to an painful death. Synaptizine is only rarely used outside of suicidal criminals in the modern day. Even with their super-drugs, Tesova Employed Contractors could not surpass the firepower of their rivals, Samuel's Grey Feathers, and with the economic downfall of the Soviet Union in the decades after, so did the prominence of Tesova fall. After the consolidation of Earth into the United Nations, the Tesova Employed Contractors was officially put to rest by the Soviets, however, many did not accept this opportunity to return home. Mostly due to long-standing addictions to combat drugs, thousands of mercenaries decided to reform their corporation, now under the name of "The Green Army". Finding themselves outpaced by other corporations on Earth, The Green Army looked to expand their reach into the stars, and began working to protect the frontier colonies, most importantly, Eridani. In modern day, The Green Army mostly recruits from the disenfranchised across human space, seeking out and being sought by those who do not respect ridged establishment and modern society. It is promised that when you join The Green Army, you become part of a brotherhood that will look out for you against all others, and that they will share the burden of duties equally. From it's origin as a conscription force, there is quite a bit of truth to that, as many in the original army felt the bonds of culture and brotherhood with their comrades. The Black Clan Leader: Talakes Kauta'ki While Eridani is certainly a human super-majority region in space, and with many who oppose alien integration, few can argue that The Black Clan, or The Kauta'ki Clan in Sinta'Unathi do not earn their pay. By far the newest major PMC force in Eridani, The Black Clan was added to the big five six years ago in a controversial vote from the Board of Directors. Originating from multiple small warlike clans on Moghes, all of which were under the control of the Izweski Clan until very recently, The Black Clan knows combat. Many of the clans who make up the current Black Clan were fighting on the front-lines during the Contact War under the banner of the Izweski. After the war was over and the clans went back to their tribes, a wide-scale conspiracy took place, implicating many of the war clans with attempting to subvert the war effort from the inside. Whether or not this is true is still up for debate, but many claim it was a way for the Izweski to consolidate power after the war by removing clans that could possibly fight against them. The implicated clans faced expulsion from the society, but before it could happen officially, they came to a mutual agreement. The accused clans decided to integrate together under one banner, and negotiated a deal with NanoTrasen to get off of Moghes. NanoTrasen agreed to transport the newly dubbed 'Black' clan for the cost of a large sum of money that would be payed back as a loan with interest, with rumors stipulating that the amount was in the hundreds of millions. Knowing that their only option was the peddle their 'handiwork' once more, The Black Clan decided that they would be shipped to work in Eridani, bringing all of their belongings and culture with them in a large-scale (no pun intended) migration. After proving their mettle going from employer to employer, the Board of Five took quick notice and decided to induct them before they got any ideas of allying themselves with potentially dangerous elements. Despite being in almost official exile, Those in The Black Clan still hold true to the Unathi ideals of honor in combat. They are almost utterly loyal to their employers so long as they are paid on time, willing to sacrifice life and limb for their clan. Preferring a fair fight, much of the combat done by The Black Clan comes from them challenging large pirate kingdoms to combat, either regulated navy battles, or one-on-one duels. The leader of the clan, Talakes Kauta'ki, has one multiple duels with pirate leaders, restoring his honor to him and to some extent his clan for many watching on Moghes. Unathi being an official part of the Eridani military has sparked controversy all through Sol space, especially within ATLAS, and because of this members of The Black Clan are usually extra careful not to stir up trouble, in fear of causing outrage directed towards their family. Extra notes: all of this is subject to change, and I would love to have a discussion about it since a few lore devs seem interested. Feel free to comment here, but if you want a quick answer from me, ping @dovapucci on the discord.
  8. BYOND Key: T1GWS Character name: Richard Volvalaad Item name: Paramedic's Jacket, Dominian Noble Coat Why is your character carrying said item to work? The jacket was made in celebration of the end of his training at his university. It is custom made not only for style, but because of his large frame, with an included Dominia emblem on the front. Without it being custom-tailored, it could not be as tight-fitting as it is. The coat is a signal of both his national pride and his vanity. It uses the Volvalaad canon colors, which is why he is so fond of it. For why he would wear it to work all the time, it is because he sees himself as an example for his country on the station, and wishes to present his best appearance for both himself and the country he admires so. Item function(s): The jacket should be the same as the hazard vests, two storage slots and one small suit storage slot. The coat should be the same as the other trenchcoats. The spites have opened and closed variations, so I would like that put in as well. Item description: Jacket: "A jacket worn by trained emergency medical personnel, this one has a gold trim and emblem." Coat: "This is a coat often worn by the Dominian Nobility, this one is black and blue." Item appearance: https://www.dropbox.com/sh/hcx9jz74j164mzt/AABFl1CcLVqPdpmo742k6E1Xa?dl=0 and https://www.dropbox.com/sh/p4w93dt7dz74ryu/AAAeEpefrgZWYYxO3sCOpcZWa?dl=0 How will you use this to better interact with crew and/or stimulate RP? The jacket is a simple enough expression of his profession, and should give people a good idea of what his character is like through the gold trim and nationalistic emblem. The coat both is a conversation piece, and hints at his vain personality. Many people are not even aware of Dominia's existence, so this will serve as a conversation starter much like Halstere's uniform. Additional comments: As you can see, both of the sprites are already done, the jacket is a modified version of an unused EMS jacket, and the coat was designed by Anduril on the discord, thanks to him. Thanks to whomever codes this, I know it is not customary to code multiple items at once. I would like the jacket job-locked to paramedic, and the coat used for all other jobs including visitor, if this can not be done, please contact me and we can work something out.
  9. Recently the chapel on the new station has been converted into an all access Holodeck, and the chaplain's office moved to a nearby location. I will now try to convince you why this should be reversed. As someone who plays chaplain on a more than infrequent basis, I can tell you that it is a difficult role as is. Being almost entirely RP expect for cult and vampire rounds, chaplain places a large focus on creating a positive environment for RP. The chaplain's chapel IS his RP cave, it is all he has. Without the ability to have his bible on a stand, having runes and candles strewn about, nobody will want to associate with you. You may say that you can just set the holodeck to chapel and be done with it, but there are more than a couple problems with that. First of all, the holodeck controls are all access, meaning that any fucking greyshirt can come and fuck it up, and as far as I can see, the chaplain has no actual authority in this matter seeing as all of the holodeck is public access. Speaking of public access, all of the holodeck is public access, meaning some prick is just a likely to come through the top door you are facing away from, than the door you and all of the chapel are facing. This may seem like a small thing, but the idea that you come in through one point in the chapel lets the chaplain plan and welcome you around that. Third and fucking finally, the holodeck runs on fucking electricity! Imagine if medbay just did not stop working when it ran out of power, but actually fucking vanished!? That is what it is like playing with this change as a chaplain. Not only are people fucking with the holodeck controls, but know your entire chapel is gone and everything you put on it is also gone! I also have no idea if the holodeck even works against vampires, which is an important mechanic built into the game! Frankly making the chapel an all access holodeck was a huge mistake. I think the change should be reversed back to the way it was.
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