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WrongEnd

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  • Byond CKey
    wrongendoftherainbow

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  1. Type (e.g. Planet, Faction, System): Planet, Faction Founding/Settlement Date (if applicable): 2394 Region of Space: Frontier Controlled by (if not a faction): Karita Systems Other Snapshot information: There used to be 9 colonies. Currently, only 1 is known to be active, but they regularly fall out of contact. Even then, there is little in the way of traffic in and out of this colony, especially considering the extremely irradiated space and the suspicious amount of pirates in the area. The other 8 colonies fell in rapid succession over the course of 20 years, this later became known as the 9 Colony Disaster. Finally, the Deani Foundation was a non-profit organization dedicated to improving living conditions in inhospitable environments. They moved thousands of people into the 5th colony. When the entire dome was sabotaged, and collapsed, killing every person inside, it became known as the Deanian Tragedy. No perpetrator was ever found. Long Description: In 2390, Karita Systems, a corporation dedicated to colonizing inhospitable environments, drew up plans to colonize a frozen planet, with a massive saltwater ocean under the icecaps. It was suspended in orbit of an unusually radioactive and unstable sun, making it an even harder colonization target. This planet was known simply as HG-IIj. The project was heavily publicized and largely funded by public sectors; hailed as the future of colonization. Karita Systems lapped in the fame, looking to not only fill their coffers with government money but to also exploit suspected ultra-valuable resources under the ice. Finally, in 2393, 9 colony ships, specially built to handle the inhospitable bands of space around the planet and then create underwater domes below the ice. This part of the project, at least, went well. It suffered little difficulties, and the people who were interested in Karita System's accomplishments watched with eager eyes. The ships landed on the icecaps, and just as planned, began drilling down into the ice. They would deploy prefabricated constructions to create domes at the bottom of the ocean, and begin mining operations. This part went by without little difficulty, and by 2394 the nine colonies were pieced together. Everything seemed to go so well at first. Thus, when the 9 Colony Disaster hit, it was all the more bitter. Within two years of the initial colonization, cracks began to appear in the plans. First, very little valuable resources were found -- if they were there, the colonists had picked badly planned zones. Further, the frequent solar flares from the sun regularly took out communications with the outside world. Then, finally, the beginning of the 9 Colony Disaster was marked with the fall of Colony 3, a mere three years after the initial colonization. They suffered catastrophic failures to their power supply, taking down the dome's power supply, and soon the dome's structural integrity. Their screams were forever repeated as the experimental communications systems developed for the project continued to broadcast the dying moments of Colony 3. Then, over the period of 20 years, every colony other than Colony 5 or Colony 7 fell out of contact permanently or were confirmed destroyed. Karita Systems, now desperate for money after the advent of the 9 Colony Disaster, sold Colony 5 off to the Deani Foundation. The non-profit's attempts to make a worthwhile arcology out of the dome were initially successful, and brought hope back into the project, albeit at the cost of eroding public trust in Karita Systems. The Deanian Tragedy happened shortly after thousands of people were moved into the newly-converted dome. Early in the morning, a massive payload of mining explosives went off, destroying critical support structures for the dome. The Arcology was rapidly crushed by water pressure, before the colonists even knew what happened. The Deani Foundation was made defunct shortly after. Though many accused Karita Systems of the sabotage, they publicly denied it and no conclusive evidence was ever gathered. The Deanian Tragedy never made it onto any large media network's stories, and remained relatively unknown. The last remaining colony, Colony 7, continued to putter along, becoming increasingly isolated and increasingly forgotten by the outside world as records of the entire colonization project were conveniently lost, journalists who reported on the disaster and tragedy discredited, and the generation who looked at the project with hopeful eyes slowly became old and cynical. Karita Systems, since downgraded from its initial state, continued governance of the planet in cooperation with Sol Alliance colonial liaisons. They have left the limelight, becoming incredibly silent as the disasters of the icy planet were forgotten. Today, it is rare to see a colonist from the planet, and rare for a person to go to the colony. Very few flights are done in and out, if at all. It is a place to go if you do not wish to be found.
  2. The same could be said for Tajara. "Dumb speed boost, squishy worthless piece of shit, stupid nightvision." Vaurca, "Idiotic lack of spacesuits, shitty phoron farming thing, idiotic no need for radios." and Unathi, "Stupid spam messages about heat, terrible claws", and so on so on. I feel this is disingenuous by calling all the features shitty with no real reason as to why. The mechanics will explicitly support roleplay differences, and the depth is only as deep as you want to see it. As someone who's around bats plenty, I have to disagree with them being horrifying, btw.
  3. I will admit that I want to add in this race because I like the design -- there would be no reason for me to work on the idea if I hated its guts. It'd be like asking me to work on Resomi instead, which is not happening ever. I am not building up the motivation under any circumstances to work with any degree of efficiency on Resomi. I will also stand by my decision that Skrell or Tajara are my personal preference for removal, Skrell for their lack of mechanical uniqueness, and Tajara for their horrible reputation. Diona came from asking other people what they would like to see gone for this race. So yes, it is partially personal preference; I would not have the motivation to work on something if I hated it, pure and simple. I always design my races to provide value, however. Furthermore, Resomi is still in code. Too much Resomi still left in code, in my opinion. Remove Resomi.
  4. Aure The Aurae is an example of a species that has adapted so fully to its normal environment that it finds itself disadvantaged in other environments in certain ways. Living solely in cave systems below the surface of a barren planet, their eyes never evolved to accept bright light: thus, although the have excellent vision in low-light areas, they are effectively blind in what we would consider full-bright or normal lighting. This can be ameliorated slightly with the use of protective gear, similar to the smoked-glass goggles used by welders. Their bodies became lithe and wiry to adapt to the uneven terrain underground, and developed the ability to fly remarkable distances to traverse gorges and other sudden altitude shifts. However, this requires a certain amount of altitude to move any significant distance forward, so flight in low-ceiling areas is difficult and not always successful. Given that the energy cycle absent solar radiation is fairly low-energy, their bodies lack the robust musculature associated with most other complex lifeforms. This, combined with the fact that most other species in their habitat were significantly smaller, result in very little of their bodymass being devoted to defensive structures like the reinforced ribcages of Homo sapiens. In plain terms, they can’t take a punch. Their ‘hands’, which are really just a system of phalanges attached to the largest joint of their wings, are agile enough to handle and manipulate simple objects, but lack the manual dexterity required to operate complicated objects (for instance, guns). Similar structures are found on their ‘feet’, similar indeed to the agile appendages found on Earth primates. Feature list - They have full blindness without eye protection in bright places. This can be alleviated for welder vision. Alternatively, every so often they can screech to get full vision for a short period of time. - It is easier to kill them with brute damage. They are also minorly more susceptible to burn damage. - They cannot fire weaponry due to their hand structure not agreeing with trigger guards. - Similar to Vox, they have a verb that is reminiscent to leap. This allows them to fly forward several tiles in the direction they are facing, with a large change to hit their head and fall over. - Due to their weak frame and hailing from a low-gravity planet, their pullspeeds are lower. - Can grip the ground with their feet, preventing them from moving but also saving them from space wind, ZAS cannons, etc. - Loud noises have a high chance to permanently deafen them. Can only be corrected with surgery. - I’m currently brainstorming how to make movement different for the species. Stay tuned. There are several places I can take the lore for this. The first option, and perhaps my most favorite, is a primitive civilization that hasn’t been able to develop agriculture. The next option is a semi-bronze age, where primitive tools have come into use but agriculture is still not in effect. Finally, a full on bronze age with algae agriculture. My question is, would you like to see this race, and if so, which race would you remove to make room for this one? Furthermore, what roles would you like to see this race in? A few ideas of mine have been not considered sentient crew, instead given food stamps they are legally required to use to get rationed food, a collapsible bed, and not allowed off the station unless it is uninhabitable. Alternatively, they could be considered regular crew, but I’m not quite as much of a fan. Are there any other features you'd like to see, like requiring an EVA suit due to pressure differentials, or breathing a different type of gas?
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