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Everything posted by MoondancerPony
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Cooking/Hydroponics Reform - The Death of Black Boxes and Generic Reagents
MoondancerPony replied to Kaed's topic in Archive
This is false. It's actually assigned to the nutriment in the food, proportionally. You could grind it up and drink it and it *should* still taste the same. I don't mind the preheating too much. We can just make it faster. The burning can also be adjusted or even disabled entirely. These exist, actually, but adding more/making them more modular would be nice. We have a grill in the code already, it just needs to be fixed. The flour bag is a reagent container. Disabling that functionality is infeasible and just not good. That said, the other part of this: using knives to dice ingredients, using mixing bowls, etc. is something I have already been planning. This would actually come in the form of an overhaul of how reagents are handled in general, including a ghetto chemistry system as well as more cooking functionality. Copying it over from a document I had for it: Makeshift assemblies for various chemistry/cooking tasks. Makeshift chemistry. Heating a reagent container with a heat source will add heat to the ingredients in it. Water (and possibly other reagents) can also boil off. Adding ice will cool it down, obviously. A knife (or maybe mortar and pestle) will grind the components up. This would be time-consuming, however, and dangerous to do for certain chemicals without gloves. Makeshift cooking. Heating a mixing bowl with a heat source (lighter, igniter, welder, etc.) will have a chance to cook the ingredients in it like in the microwave, a chance to burn the ingredients into a burnt mess, and a chance to do nothing, requiring reapplication of heat. Knives can be used to, for example, grind tomatoes into paste or wheat into flour. May want to add mortar and pestles too, or using a metal rod (or marble brick??) as a makeshift pestle. Add a heat_act proc that takes heat energy as an argument. Defined on all atoms. Will probably be integrated with atmospherics/fires at some point, but that sounds like a huge headache. This could easily be expanded to include: giving foods flags like "diced", "sliced", etc. when cut with a knife. Cutting whole tomatoes with a knife creates sliced tomatoes, cutting sliced tomatoes creates diced tomatoes, and cutting diced tomatoes (or using a mortar and pestle) creates tomato paste/grinds it into reagents. Cutting a slab of raw beef will make beef cuts, cutting those will make ground beef. It's a little bit of an abstraction, but it works, I think. -
Research is currently at a depressing state and this needs to change
MoondancerPony replied to BurgerBB's topic in Archive
I will consider reviving Jackboot's proposal. The two suggestions proposed in the OP are absolutely untenable. -
This is not the first bad-faith PR that Fowl has made. This is also not the first time something specifically like this has happened. We were far too lenient in dealing with Nanako when something like this happened and it led to her choosing to resign when we did too little to correct her behaviour, too late. I think a strong decision needs to be made regarding this kind of behaviour before we have a repeat of that. This also highlights an issue with Fowl I've noticed quite a lot, which is smug rules-lawyering. "No, I didn't delete any posts. I merely hid them." "I didn't ignore you because you said something I didn't like, I just wasn't listening in the first place." This is not conducive to a functioning staff team.
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I agree with this. There is absolutely no reason for this PR. If it were in the suggestions subforum and not the projects subforum, I would vote for dismissal, echoing what Amory said. This doesn't reflect current themes in the lore, except maybe unions, tangentially. Even the CEO of NanoTrasen is a woman, Miranda Trasen. I have absolutely no idea where this PR came from or why it's lasted for as long as it has.
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Drago's Developer App
MoondancerPony replied to Lady Fowl's topic in Developer Applications Archives
I have nothing but praise for Drago's work. They consistently produce quality code (if with a bit of assistance, but I needed some too when I started coding) and have a good creative vision, even if some of their ideas are a bit out there at times they're always enjoyable. (SecWays, anyone?) I also believe they're experienced enough with DM to review at least some basic PRs. Even I have difficulty understanding some of the back-end code at times, but I can just stay away from that or look for more obvious errors. I think they're certainly capable of doing good work as a developer. -
[+1 dismissal]Curtailing IPC Authority
MoondancerPony replied to Kaed's topic in Accepted/Implemented Policy
This is incorrect. It was only for Heads of Security and Heads of Personnel. Before the antag contest, they could be a Research Director, a Chief Engineer, or a Chief Medical Officer. This is how it has always been, as far as I know. They also required Command permission to be a Head of Security or Head of Personnel. Case in point: Toronto-88. I think requiring shells for Heads of Security is absolutely silly, but I can see it for Heads of Personnel. I would much rather remove Security entirely, but I feel as if not allowing IPC heads of security (maybe save for some grandfathered in, like Toronto-88) would be a good first step. -
She was accused of being a Raskariim by the people in her town, not by the government. I imagine that at most she got in trouble for supposedly poisoning the crops, or simply left before they could find any way to pin it on her. If she had to pick a faction to at least pretend to support, I would say that she would choose the PRA. She's already doing that to an extent; she was at least attempting to assimilate or appear to assimilate into the majority-Hharar society of larger cities by practicing S'rand'marr worship (even if halfheartedly and insincerely) and remaining silent about her dislike for the PRA, though I'm sure she still feels it as strongly as she did when her farm was nationalised. Additionally, supporting (or at least tolerating) the PRA means she's trying to pacify the largest threat to her safety, given the PRA's treatment of Zhan-Khazan. It's not out of any ideological agreement, just out of pragmatism. Ruzha doesn't have any large-scale political beliefs or align with any particular philosophy very well. More than anything she simply wishes for her (and at one point, her family and their farm) to be left alone. I would say that perhaps she's ideologically closest to the PRA, but not that close; more small-scale collectivist than anything, as she believes her village was doing fine before the intrusion of the government. She doesn't care much for the large scale, instead focusing on herself and her community and what she can do to better them, which is again more pragmatic than ideological.
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Polaris had them first. TG ported them and changed the backend substantially. We've wanted to port some TG circuits for a while, but it's not easy to do.
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I agree with Paradox. This also sounds complex and difficult to implement for something that will rarely be seen. How exactly is this supposed to work? Would you not hear the actual message they're sending? Is this what the dionaea see, or what players tuning in see? Uh. What? This sounds very, very implausible to code, unless this is a roundabout way of saying "a room with no light". This is just plain not a thing, sorry. This sounds like a headache to code and to use in-game. Dionaea aren't played enough, and don't communicate enough, to be able to channel surf and find what frequency it's on, unless you have access to the telecomms server. In which case: why are you snooping on the trees?
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Thank you for the feedback! While her village did not have a majority Zhan-Khazan population, her family was still strongly devoted to the Snow Gods (specifically Azubarre, as they believed that the God of Fertility would help their crops). This naturally affected her, and she became a loyal follower of the Ma'ta'ke pantheon through her parents. However, after leaving her village, she was unable to continue her worship due to the discrimination against Zhan-Khazan after the assassination of Hadii, and grew distant from her faith, instead choosing to (appear to) practice the worship of S'rrendar and Messa in order to better assimilate into the majority-Hharar society of the cities.
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I feel like this would be fine as long as there is a workaround for it. A radio jammer, or physically dismantling the button (since I'm adding that Eventually).
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BYOND Key: MoondancerPony Character Names: ResearchMate 2459, Zahra Abbasi, Hiwozir Akhandi Species you are applying to play: Zhan-Khazan Tajara What color do you plan on making your first alien character (Dionaea & IPCs exempt): #000000 Have you read our lore section's page on this species?: 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 specific race: I've recently gotten involved with some super neat things with Tajara lore, and besides that it interests me a lot. The faction dynamic is super, super unique and not something you get to see often with species lore on any HRP server, especially not done well. The religious and cultural aspects of Tajara interest me a lot, as well; to humans, they may be a bit backwards, while their family, faction, and religious ties are important, sometimes bordering on as important as it is to the Unathi. Also, Tajara lore is by far the most dynamic and frequently updated in terms of lore development; it feels like something that is actually changing and evolving with us, instead of just giving us different angles on a singular moment in time. Identify what makes role-playing this species different than role-playing a Human: On a mechanical level, Tajara are cold-resistant and sensitive to heat, and this is reflected in their behaviour and clothes. They wear things like cloaks to keep cool, and you wouldn't be likely to see one wearing a thick winter coat on station. They also tend to have strong family and faction ties, and a large part of their identity depends on whether they support the PRA or NKA (or may even be an ALA sympathiser, though I imagine it wouldn't get too overt). Even with those who are unaligned, this can still lead to a good character; missing such a large part of their identity would make a Tajara an outcast in their society. Tajara also have different grammar when speaking Tau Ceti Basic. One may say "She is at the barrrr,' instead of "I am at the bar." Some Tajara with a heavier dialect may even say "He is coming to the library?", instead of "Are you coming to the library?", replacing the second and first person pronouns with third person. Character Name: Ruzha Nezhdanova Please provide a short backstory for this character, approximately 2 paragraphs Born in 2437 during the height of the People's Republic of Adhomai, Ruzha lived with her parents in their small, though modernising, village during her childhood. As Zhan-Khazan, they were the backbone of their community, performing tasks such as farming, logging, and ranching, which Ruzha was expected to help with from an early age. However, as their village grew and expanded, adapting using modern (human) technology, there was less need for hard labour and more need for skilled labour. To avoid being replaced, they begrudgingly saved up their funds to get her a mediocre education in botany, to the extent that her circumstances could provide. This meant that she could hold her own compared to the other workers, and thus her family was able to save their farm. For a while, at least. They were eventually bought out by the government, who nationalised it and used machines to more efficiently grow food on their land. They were hardly compensated for it, leaving her family nearly destitute. Despite this, they remained in the village; her family seemed content with having to perform the unwanted jobs around the village just to get by. Ruzha, however, made her displeasure with the situation clear to all, which would come back to haunt her. Shortly before the harvest of 2451, the crops developed a severe blight and died, leaving many hungry and the village angry at the loss of their crops. Looking for a reason for this, they connected her complaining, the death of the crops, the assassination of Hadii by a Zhan-Khazan radical, and her dark, shadowy appearance and accused her of being a Raskariim who cursed their crops to die. The young Zhan-Khazan denied it, but was forced to leave the village regardless, eventually ending up in a large city. As a destitute vagabond, she fit the stereotypes of Zhan-Khazan at the time perfectly, making her nearly unemployable except in the most unwanted of jobs. However, she persevered and whether through luck or the interference of something beyond her, she managed to get a job as a cook, often preparing hearty stews and soups for the Republic's soldiers who were stationed in the city. Despite this, she was still heavily in debt, and took to working extra shifts and stealing leftover scraps to make it through tough times. Unfortunately, or perhaps thankfully, the chef who she worked under suffered a tragic accident and died; the only one qualified and competent enough to replace him was her. Only a few years after the assassination of Hadii, the other cooks were still wary of working under a Zhan-Khazan, but she proved to be a good chef, though her demeanour worsened as time went on. She eventually only showed up when desperately needed, instead drinking and gambling in her spare time. Through a combination of luck and labour, she managed to save enough money to secure a flight to the NTCC Odin in Tau Ceti, purchasing a ticket on a whim and leaving her almost penniless when she arrived. Thankfully, her education, while not exceptional, proved adequate for her to pass the certification tests necessary to be a NanoTrasen employee, and she returned to her previous passions of cooking and gardening. However, her debts still weighed heavily on her, and her attempts to drink and gamble it away did nothing but exacerbate it. She's lost and afraid in a strange nation owned by megacorporations and unfamiliar aliens, with her past haunting her in more ways than one. What do you like about this character? Ruzha is the quintessential self-made woman. She pulled herself up by her bootstraps, so to speak, overcoming the odds to make the most of her situation. However, this also doesn't mean that she's forgotten her past, or that her past has forgotten her. She's still haunted by certain parts of her past. She's certainly affected by the stigma of being a Zhan-Khazan woman in Tajara society, as well as when around Tajara in Tau Ceti. She also lacks a support network of any family, friends, or even a church of the Suns to go to, meaning she's truly alone in this foreign land. She dislikes the PRA for discriminating against her and taking her family's land, but she also doesn't have a place with any of the other factions. How would you rate your role-playing ability? I don't like this question too much, but I've definitely improved since the last time I applied for something- probably around a 7.5/10. Notes: Nothing I can think of.
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Mutone, Plexium, Venenum: New Phoron Salt Chemicals
MoondancerPony replied to BurgerBB's topic in Completed Projects
My only concern is the... thematic inconsistency? Like... phoron salts and ryetalyn creates anti-ryetalyn that fucks up your DNA, okay. Phoron salts and alkysine creates anti-alkysine that fucks up your brain, okay. Phoron salts and unstable mutagen creates... unstable-r mutagen? I mean, anti-mutagen would be ryetalyn, but I don't know. Then again, it could just be that it destabilises it, meaning it would be thematically consistent. Regardless, I like these chemicals. -
Also voting for a "no" for the above reasons, as well as the fact that I've seen non-AIs bolt elevator doors more than I've seen AIs do it. I've done it myself as a non-AI. This prevents the AI from being able to fix that for the crew. Also, if an AI actually does this in a case where it's OOCly unacceptable, it can be ahelped. As it stands, the majority of cases where the AI bolts an elevator are valid or IC issues, and can be dealt with ICly. There is simply no reason to make elevator doors special except to nerf AIs, because of the behavior of some supposed "bad AIs".
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1. Ironically enough, the real crux of the issue was a miscommunication/lack of communication of lore to players. Back then, any of my complaints were met with "be the change you want to see", but we didn't have lore deputies yet. Now that I've returned full-time and the slot's open, I'm ready to do my part to correct the issues I saw back then. 2. Definitely. I've got a decent amount of experience with things like build-mode and VV for the technical side, and I have experience acting as a GM for the administrative side. 3. I could certainly do that. Before my hiatus, that's effectively what I did; I focused heavily on IPC-specific features and bugfixes, like fixing IPC surgery... twice, fixing IPC damage overlay updates, and added the ability to put suit coolers directly on industrials (at your request). Even after, my recent changes to wounds and combat logs were tailored with shells in mind, no longer outing them immediately if they get poked in the chest. 4. I hope so! I have no problem with doing so, and I hope I can properly channel the direction of the lore. I'm sure no matter what I'll improve with practice.
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In-Station Restaurant/Pub: A kitchen and bar rework
MoondancerPony replied to Kaed's topic in Archive
We have independent JOURNALISTS, open access to visitors, and external merchants. Bad reasoning tbh. This is misrepresenting my intent when I made the journalism update. They are not "independent". They are freelance journalists that are still contracted to NanoTrasen, but not full employees with NanoTrasen. They are contracted out through a subsidiary or third party, but are not employed with NanoTrasen. Merchants are a weird grey area, and I'm pretty sure they were just ported due to being a fun feature. There's also been a lot of debate over the role of visitors, and as it stands they don't exactly count as employees, which is what this is discussing. They are explicitly not allowed to be promoted to employee positions. This suggestion, specifically, doesn't seem very interesting. It seems like it'll add another layer of tedium to the already tedious service department; I often see the same people who complain about chair RP complain that people don't sit down in the bar and order from the chef. It's this weird catch-22, and I don't see how it adds any fun to the experience. I'm not sure how this is supposed to make the game more fun, exactly. It's not going to get people who aren't interested by that kind of thing to do it, because they're not interested in an out-of-character way and nothing's really going to change that. Adding a meal plan card in the loadout won't help, either, because then everyone could spawn with one, and we'd get complaints about powergaming the chef with meal cards. It has a few neat ideas, but I don't really want to address them as I've been seeing way too many "Overhaul X entirely" threads that have more than one suggestion in them, breaking the very first rule at the top of the page when you post. "One Suggestion per Thread". I'm not going to vote for dismissal, but I'll say that I don't like this idea very much, and it seems to be trying to do too many things at once. In its current state, this gets a -1 from me, personally. -
[Accepted] Clarify Slandering a Head of Staff.
MoondancerPony replied to DronzTheWolf's topic in Accepted/Implemented Policy
I think the opposite change would be warranted. Change "slander of a head of staff" to be defined as slander, but against a Head of Staff, similar Assault of a Head of Staff. Otherwise, it could easily be abused by Heads of Staff. That said, I think a clarification is definitely needed. -
The first thing one would need to address to answer this question is what a positronic's needs are. Basing it off of Maslow's hierarchy of needs, we have the immediate, physical needs; power, cooling, occasional maintenance. These are provided for by NanoTrasen or using public utilities; I would imagine the Odin, as well as Mendell City, has public charging stations similar to what we have for electric cars now. They wouldn't be too common, but they would definitely raise the "quality of life" for nearby IPCs, so to speak. Cooling isn't an issue as IPCs tend to spend most of their time in a suitable atmosphere. Occasional maintenance (things like prosthetic cleaning and basic repairs) would be provided either by NanoTrasen at next to no cost to those who work for/under it, by non-profit charities such as UNITY/the SIM, or university robotics labs looking to give their students hands-on experience. Care provided by NT or out-of-pocket at proper robotics labs would, of course, be the best quality for the best price. While organizations like UNITY or the SIM may hold occasional events where they offer free or discounted maintenance, one couldn't rely on it always. The universities would be by far the cheapest, while also the lowest quality maintenance; it's effectively a gamble on whether or not the individual in question knows what they're doing, especially if they're working on a free synthetic. After the basic needs, we have security needs. Even robots need safety and security. While robotic storage or cryostorage are certainly options, pod apartments and even low-end studio apartments would likely be available to free synthetics, while shelter for owned synthetics would be provided by their owner. Security is a harder need to fulfill, as while they may enjoy increased protections under President Dorn, synthetics are still nowhere near universally popular. In particular, some parts of the Odin, as well as places like districts 6, 9, and 11 of Mendell City, pose a non-negligible risk to unaccompanied or free synthetics. There is also a tendency to overlook such vandalism committed in such areas, much like other crimes, but combined with the lack of attention and care given to crimes against synthetics, there's not much protection granted to IPCs. This means they either have to stay out of such areas, find a human or other organic to accompany them, or run the risk of being damaged. Even IPCs, to an extent, are social creatures, being created in our own image. While they don't have an explicit need for social interaction, they aren't purely indifferent to it, either. This is less of an intentional need and more of the intersection of debugging conventions (it's easier to troubleshoot a robot when it can talk to you) and an anthropic bias, meaning we inadvertently made them in such a way to encourage social interaction. The self-fulfillment need can be effectively summed up as "fulfill your utility function". This means different things for different IPCs, and most are designed by machines to give IPCs some basic moral limits in addition to their goals. A medical IPC would likely have a drive to treat patients, while a research IPC would likely reproduce or design experiments based on extrapolation from known principles or empirical observation. A bartender IPC would serve drinks. This need would be somewhere between the physical needs and our own wants and interests; it carries an urgency similar to that of hunger, but isn't as dire as the need for charge or safety, instead being more like our own drive for intellectual stimulation. On a more specific level, an IPC's day would begin when it is required for work or some other task; some may exit sleep at a regular time for the sake of running errands or simply fulfilling their drive for social interaction with organics who have similar schedules. At some point they would go and perform their job, which is easier said than done; they likely face hostility from coworkers in their same position or department who perceive them, likely correctly, to be replacing them. They are also likely held to regulations more strictly, with less of a margin of error due to organic factors such as emotions running high; however, they are also not granted protections under regulations like organics, or at least not lightly in the cases they have it. While some may have considered destroying an IPC to fall under murder before the addition of Automacide as a regulation, it's much more likely that it simply fell under vandalism. Despite this, IPCs still enjoy a large role in NanoTrasen's workforce for their dependability and programmability. This has even led them to become heads of staff in most, if not all, departments, resulting in understandable consternation from their now-subordinates. While outright insubordination wouldn't be tolerated, they would be punished and scrutinized more heavily for their department's mistakes, while struggling to get their likely organic employees to obey them. It's highly unlikely an IPC research director could get a Skrellian scientist charged with something relating to insubordination, for example, as long as they stopped just short of outright denying their authority. Such issues would be blamed on a defect in the synthetic in its ability to control its subordinates, putting synthetic heads of staff in a rather precarious position. After their work is done, owned IPCs contracted to or owned by NanoTrasen would likely go to cryostorage or robotic storage, while those contracted through their owner, as well as free synthetics, would instead go to their "residence" or wherever their owner had designated for them. I hope this addressed your question about the daily activities of IPCs both on an abstract and specific level, as well as providing clarity into the thought process, priorities, and needs of IPCs. I would also like to bring up my dislike of the overbearing self-preservation instinct added to IPCs. This means that certain lore events, such as a firefighting IPC being destroyed while attempting to rescue a woman from a fire (due to the failsafes that prevent self-repair, actually), would be rendered non-canon-compliant. I don't see what purpose it serves in creating a narrative, either; the appeal of synthetics is that they're easier to replace than organics, and as such the loss of one isn't as devastating as a human. It would necessarily factor in the cost of its destruction or deactivation due to damage when choosing a course of action, but in some cases, such as when an IPC is designed to save human lives, it should be able to be outweighed by the possibility of fulfilling their utility function to a sufficient extent. Saving one human for its death may not be enough, but what about 5? 10? 50? 500? 50,000? The entire population of Mendell City? Of Biesel? Of Tau Ceti? Of humanity? Of all sapient creatures in the galaxy? The universe? At some point, the reward for self-sacrifice clearly outweighs the loss from the destruction of an individual unit, which is one of the things I believe sets apart IPCs from organics, at least in terms of IPC perception.
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Thank you for your opinion! I appreciate the feedback, and the questions. 1. I know this is sort of taking advantage of the wording a little bit, but if I could change one thing about synthetics, it would be the player perception of them. They seem to have a reputation as either not roleplaying well, not participating in antagonist action (what some people call chair-RP), or participating too much in antagonist action/validhunting. I used to see these quite often, but now that more attention is being paid to whitelists and since we have two good synthetic lore developers in charge, I'm not seeing the characters to back up this claim. I also don't like the amount of people who tend to just shout "remove synths!" at every possible opportunity; it might have used to be funny, but if someone has an actual issue with synthetics I want to know, so that I can fix it. 2. My favorite aspect of synthetic lore is probably the amount of interesting, lore-compliant characters it allows you to create. All IPCs were constructed with some purpose in mind, and their actions will reflect that. In terms of a concrete detail, I also like the scientific aspects of it; mentions of timeless decision theory, utility functions, the differences between different IPC programming languages, or the Spark Theorem, for example. My least favorite aspect is probably the non-cohesion of all the different aspects of lore. Some of the old lore still hanging around the wiki has neat bits in it (like SSTA and the positronic programming languages), but they're entirely invalidated by new sections that were added by people who didn't know about the old ones. Thankfully, this isn't too difficult to fix in the long run. 3. Well, the good thing is that I don't have very many content changes planned, just tidying up a few things and communicating them better to the players (like cohesiveness and grammar and spelling in wiki pages). For the few things I do have planned, like the scientific papers, I would probably add a section or category to the wiki for player-created research papers, establish a list of criteria for them to be added (nothing too prohibitive like a word requirement, just general quality standards) and help people who may be struggling to get their additions ready. Another part of it would be in-character things; just simply encouraging IC experiments and research writeups. The one change I could think of to do that would be to just add a basic form for it to the requests console, but that's not necessarily synthetic-specific. I'm also looking to make SAMPLe more active, as well, all things that will hopefully accomplish that goal.
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Ckey/BYOND Username: MoondancerPony Position Being Applied For (Species Maintainer, Wiki Maintainer, Lore Developer, Deputy Lore developer): Synthetic Lore Deputy Past Experiences/Knowledge: I’m a massive science-fiction fan and a prospective writer. In terms of writing I’ve been published in my school’s literary magazine twice (with two submissions, so despite the low sample size I technically have a 100% success rate), and I’m co-president of the literary magazine this year. I’ve also been a gamemaster for an SS13-related tabletop-esque game and got pretty heavily into the lore and worldbuilding for it; though it wasn’t strictly synth-related they were a pretty heavy element. On (Believable) Characters- Philosophy and the Singularity- Synthetic Laws- Utility Functions- Synthetic Sapience- On Shells- On Robotics/AI Research- Examples of Past Work: I’ve done a lot of programming with synth-related stuff, as well as even made a (successful) lore canonization application for synthetics. https://forums.aurorastation.org/viewtopic.php?f=79&t=8064 Additional Comments: I had to put a bunch of my application in spoilers to prevent it from being too large. Sorry. Anyway, this has been a long time coming, and I finally beat everyone else to the punch. I'm determined to try my hardest to not let this slip through my hands another time.
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Ais cant be traitors + New Gamemode
MoondancerPony replied to Arrow768's topic in Completed Projects
I think traitor AIs work fine as is for reasons stated before by others. Removing them would simply stifle RP opportunities. A new gamemode combining malf + traitor, however, sounds interesting. It increases the chances for an antag AI while also tempering it by not having them always be malf when they're antags. They're more of a team antagonist than a solo antagonist in traitor rounds. I've also seen traitor AIs 'win' rounds. Emergency shuttle, people die, it survives, etc. They're not underpowered, and they're not overpowered. -
Character Complaint: Willow Harper
MoondancerPony replied to Neinbox's topic in Complaints Boards Archive
I had this typed up two or so days ago and never hit submit, so sorry if some of this is redundant, but: First, I believe what appears to be the basic premise first addressed in the complaint (a character was intended to be this way, but is now a different way) is perfectly fine and not an issue. I'm not entirely sure why it was included, but it doesn't hamper or help the complaint. Second, I will say that while I've had some very good RP experiences with Harper, I've noticed some issues with interfering with Security matters. Specifically during a canon event, she said she was EMT-trained and barged in to confront the antagonist of the event, who was supposedly her friend. Now, this antagonist had previously gaslit characters, so this was understandable, but despite her being covered in blood she continued to insist on treating her-- despite Medical being on-site, and despite the CMO having been shot by her-- and then sprayed her with space cleaner, erasing all evidence that was on her. I then informed her that there are no Good Samaritan laws in Tau Ceti, an attempt to give her an excuse to... you know, not blatantly interfere and have an easy out of the situation. She continued shouting and interfering with a security situation as I kept explaining that treating her as a civilian could get her into legal trouble. I enjoy Willow Harper as a character, but I have some issues with how she's played during conflicts. That said, the specific incident in the OP isn't much of an issue to me. I don't think this behavior is nearly as common as you're making it out to be, except with Castralo. I would appreciate if that were toned down a little, but I've even seen Heads of Staff threaten him, and then encourage Harper to threaten and assault him, so I don't believe it's a problem with Harper on her own. I've seen Harper played as a decent, believable character, even reasonably bright at times. At other times, to put it bluntly, she seems to lose all higher-level brain activity in order to 'protect her friends'. While some degree of protectiveness is expected, in blatantly dangerous and antagonistic situations, I think it would be better to try exploring how Willow reacts when she can't help her friends. Does she react with horror? Rage? Does she shut down and hide until it's over? How our characters react when they're powerless says a lot about them. All in all, I acknowledge that Harper has some issues, but I think they could be resolved through discussion and without administrative action. Simply a toning-down of escalation would do wonders, along with everything else I stated. -
The issue is that it's being used to play extremely unbelievable characters. Requiring a whitelist for IPCs and the target species sounds like a good way to vet xeno shell players and keep them relatively rare.
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Central Hub - Scientific and Medical Progress League
MoondancerPony replied to Mofo1995's topic in NanoTrasen Public Network
I, ResearchMate 2459, Research Director, Science, Xenoflora and Xenofauna Studies Department, would like to join SAMPLe, as the Division Chairperson for the Research Department.