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sdtwbaj

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Everything posted by sdtwbaj

  1. I can't say I know much about you. You're not as much of a meme as me on discord, so I wouldn't say your behavior is bad. Then again, with all that's said here, I'm not sure I could support you being CCIA.
  2. this really upsets a lot of balance in the game, in favor of the station. Big nerf for antags, a traitor getting memed by Security after slipping an emag into his pocket. -1
  3. I imagine with code wizardry it could. The status of a CT is already tracked ingame, which is why we can see the little notification on the join screen. I won't pretend to know how the code works, but it's probably possible.
  4. pretty self explanatory tbh lets people prepare to join a new round.
  5. i sit at a computer playing a 2d spess farting simulator
  6. yes please. Currently the system bases it on job title, with any 'unrecognized' job titles going into the misc slot on the manifest.
  7. I see what you're trying to do, but a better way to handle it would be adding a "recognition" system, similar to HL2RP. In HL2RP, you can only see character descriptions. Their names and voices in chat display the desc of their name or of their voice, until you use their recognition system that enables anyone within a certain range to know who you are. For example, you could whisper "im Grey Tidingson", and then with F2 I think it is, go into a menu and let everyone in-range recognize you, so now instead of "[grey jumpsuit, bald, mid 30s...] says, "Hello" " it becomes "Grey Tidingson says, 'Hello"" to those that can recognize him. now, we don't have to use descriptions because we're much more visual than HL2RP, it would simply be an 'Unknown says, "Hello"". People with their IDs visible could possibly be temporary recognized if you examine them while they have their ID on.
  8. BYOND Key: sdtwbaj Staff BYOND Key: NoahKirchner Game ID: discord Reason for complaint: he has caused me horrific pain and undue sorrow. Evidence/logs/etc: Additional remarks: this man should be banned from all text communication with players until he can control himself.
  9. I think heads should be locked to their own department, but also allowed to serve as bartender. It's a relatively simple thing, skill-wise, and I do imagine that NT would be supportive of the occasional bartender shift, as an initiative to support better manager-employee bonds.
  10. she getting frisky
  11. I think it makes sense for some situations to hop departments--a chef or hydroponicist serving as a miner, or janitor. Officer to EMT is a big one, especially because they're in the same paygrade, and medical skills are hecka useful in Security.
  12. It's an interesting proposal, but the corruption thing strikes me as odd. The Skrell have an ancient society that's undoubtedly been reformed many times, and as I see it, the Skrell have reached a stage of enlightenment of sorts that Skrellian society is simply incompatible with having corruption in the government, because there's a high degree of social unity, and crime is rather sparse.
  13. I ended up deciding that I'm probably not particularly suitable for the mod team, so I've more or less abandoned the idea of wanting to join the moderation team. As far as CCIA goes, I think it suits me much better because of the low maintenance of it. I do know that there'd be work to do, but it appears like a rather laid back team that woulds uit me. For contributing to roleplay, I'm not sure it would allow me to provide more to roleplay, considering I play Captain often, but rather provide in a different way. Working with the IRs, working with NT policy, helping out with faxes in-round and helping to guide the round with the various faxes CCOA get asking for advice. It's another medium to contribute.
  14. CCIA Staff Application Basic Information Byond key: sdtwbaj Character names: Rhoda Marks, Wren'ishii Qual-tep, Linda Carnigan Age: 17 Timezone: GMT-6 What times are you most available?: After 4PM during the week, most times on the weekends. Experience How long have you played SS13?: 2 years ish How long have you played on Aurora?: >1 year How active on the forums, discord and/or server are you? some, very, very, respectively. Have you ever been banned, and if so, how long and why?: Yes, once for shooting a gun right before a restart, 3 days, and once for using a viscerator grenade at centcomm, 3 days. Have you ever volunteered as moderation staff for any other servers, SS13 or otherwise?: No, Do you have any other experience that you believe would be relevant to a position in the CCIA?: Not particularly. Personality Why do you want to join the CCIA?: I think it's a nice way to contribute to the server on the roleplay side, without all of the hubbub of becoming a mod and also I'd never become a mod. It also seems like it'd be one of the more laid-back teams on the server. What do you think are the most important qualities for a CCIA Agent to possess?: Patience, due diligence for investigation, and integrity to not support their metabuddies. What do you think the purpose of a CCIA Agent is in an ongoing round?: To respond to faxes, announcements, or try to handle IR interviews. What do you think the purpose of a CCIA Agent is outside of the server?: To handle IRs, and work with the lore team somewhat to expand on NT policy. How do you handle stress?: by not getting stressed at 2d spessmans. I find it's easy to mask stress online, so I usually go with that. How well do you work autonomously?: Fairly well.
  15. rewrote a lot of the Unathi stuff to make it a much more class-based and clan-based military.
  16. This isn't really expanded on in much of the lore, as far as the equipment that each species uses militarily. I want to compose a bit of a lore thing for each species' military arms. Humans [mention]Zundy[/mention] Human infantry weapons tend to follow the trend of directed energy, although some ballistics are still in use. The most notable military arm is the Pulse Rifle, which fires a high powered energy bolt at a target, capable of bursting through bulkheads, doors, and most conventional armor with ease. The power of a human laser can usually be told by it's color. A red laser is the standard. Lowest power, but also costs the least to fire. Red lasers are fielded most in carbines or patrol rifles, especially in areas that can't afford to have collateral damage, such as aboard ships. Blue lasers are significantly more powerful, being the choice for the pulse rifle. Synthesizing a blue laser has a high energy cost, as well as the need for very fine, and by extension very expensive electronics and internal systems. Green lasers are a type of laser more rarely seen, but commonly used by special forces or in specialized tactical missions. Green lasers are synthesized using xray radiation, firing a bolt comprised of concentrated xrays and light. The bolt is designed to stream past armor and straight into the target. Ballistics still in use tend to revolve around the extremes--long range or short range. At long ranges, it's common to see an updated version of antiquated railgun technology being used for marksman or sniping roles, while up close anti-armor flechette rifles are used. Flechette rifles fire a mass of dense superheated metal at a target--basically a 25th century shotgun. In recent years, combat synthetics have made a swing in popularity, the top of the line being the Hunter-Killer positronic chassis, as well as combat cyborgs. Most combat synthetics, like Vaurca drones, are somewhat mindless, with the weapons directly attached to their systems. While humans have lost interest in atmospheric fighting for the most part, preferring to design their ships to be able to operate within atmospheres, human militaries still make use of atmospheric shuttles, and antiquated railgun battle tanks on some outlying worlds. The investment in vehicles instead turned to rigsuits, humans trying to catch up with the Unathi breacher's 'walking tank' style. This leaves much occupation to be done remotely, while vehicle development is being focused toward orbital and ship-to-ship weapons. Weaponry in fleet combat tends to be focused more on quantity than quality, with weapon technology being considered almost a century behind Skrellian navy technology. Human ship-mounted weapons consist primarily of phase cannons, which are considered an early-stage development of high-energy particle weaponry, as only ships can generate enough power to utilize them. Phase cannons are designed to rupture shield systems and cut through the hulls of other ships, with the added benefit of being immune to known point defenses. Compared to Skrell weapons, phase cannons are crude and unrefined, the musket of particle weapons. Phase cannons have a limited range however, and rely on exotic particles collected and stored by the ship to fire. Ships also use more antiquated attacks, such as guided antimatter missiles, kinetic railgun projectiles, or occasionally bluespace torpedo launchers. Defensively, human ships have multiple point defense installations across the outer hull, as well as a deflector shield surrounding the ship. Humanity hasn't quite mastered large scale energy shielding, so they instead rely on polarized hull plating and advanced multilayer ablative armor panels to protect the ship. Human ships are also highly maneuverable, as an attempt to evade incoming attacks before they can hit the ship at all. Human ships also utilize AI control systems to assist in tactical decisions and ship operations. Two early Human battlecruisers during an exercise. Skrell [mention]Loow[/mention] Skrellian military units are considered to have the most advanced equipment in known space. Their infantry units primarily use plasma-based weapons. Skrellian plasma bolts have little raw power against the environment, but are devastating to an organic target, being capable of vaporizing an unarmored target. All Skrellian infantry are also issued ionic disruptor pistols, which have a threefold purpose. All of the pistol's projectiles are ionically charged, making them devastating against synthetic combatants. Additionally, they can function as both a powerful killing or stunning sidearm, capable of disrupting the cohesion of a target's atoms for very lethal effect, or disrupting a target's nervous system for time ranging from a few seconds to a few hours, depending on the power level. The Skrell also issue personal shield belts, which generates projectile shielding around the soldier, capable of standing up to most ballistics, and a couple of shots from the most powerful settings of Pulse Rifles. Skrell special units and commandos make use of highly energized particle weapons, which are a much further development of phase cannons. The particle stream is capable of vaporizing most matter, both organic or material, as well as overloading many forms of shielding and cutting through materials. The pride of the Skrell military forces, and most elite special forces units, are the Tup commandoes. The equipment that these units are equipped with isn't wholly known outside of small groups of Skrell military or government officials, but needless to say it is the absolute best that the Skrell can muster, and then some. Skrellian ships are another beast entirely, making up a very formidable force against even the larger Human navies. Skrell ships are able to project regenerative energy shielding, as well as make use of holographic cloaking devices on smaller vessels. Skrell ships have long abandoned missiles, transitioning to both guided and unguided quantum torpedoes. Their standard ship mounted weapons are subatomic disruptors, which discharge highly energized quarks to shred the subatomic particles within atoms, essentially a very advanced particle bombardment. Skrellian ships also make heavy use of ion weaponry to disrupt other ships' systems, as well as highly advanced cyberwarfare suites. Skrellian ships are also capable of deploying infantry to any hostile ship through the use of onboard teleporters, capable of beaming infantry to unshielded enemy vessels. Skrell ships somewhat lack in maneuverability, instead relying on the shields to tank incoming fire. Navigation is done by specially programmed calculators or teams of specialized skrell crewmen, as the use of AI is forbidden. Skrellian ships use a variety of FTL travel mechanisms, focusing less on bluespace and more on either conventional warp drives or quantum tunneling systems. Skrell frigates during a live-fire training exercise. A Skrell flagship. Vaurca [mention]Bygonehero[/mention] The Vaurca don't tend to maintain a codified military in the conventional sense, instead relying mostly on bound warriors as soldiers, and a few unbound tacticians who work with a given queen. As an extension from this, Vaurca military doctrine treats soldiers as much more expendable than other species, even going so far as to turn the bound into suicide bombers. Vaurca weaponry tends to be energy or immolation based, burning targets severely due to a warrior Vaurca's vulnerability to fire and burning. Vaurca weapons tend to be rather old and worn, losing some of their power in their old age. Vaurca have since begun regressing to melee or suicide combat, running large masses of bound augmented with explosives to destroy targets, or using plasma cutters, energy swords, and other short range weapons. The differences in the hives are few, equipment-wise, however environmental difference plays a hand. The Zo'ra hive haven't seen need to dedicate sizeable resources to maintaining a large military force, owing to the protection and stability of human space. K'lax, however, have bolstered their military forces much greater in recent years, almost forced so by their relationship with the Hegemon, maintaining constant exercises and breeding more and more bound warriors, concerning both the Zo'ra and the humans they live with. Vaurca ship technology is mostly unknown, as the arkships aren't built as warships, with weapons almost being tacked on as an after thought. What is known though is that Vaurca weapons focused more on creating boarding opportunities through punching holes through swathes of a vessel, as well as launching tow cables and boarding craft that would drill through a hull, and less on destroying the ship itself. Kinetic railguns, torpedoes, and large harpoons are all part of known Vaurca ship armament. Tajara [mention]Mofo1995[/mention] (since Tajara ground weapons are already expanded on, I'll only make a segment on their ships.) Tajaran space vessels are considered universally crude by all spacefaring species, still relying on chemical engines and having little in the way of advanced armor or shielding. Tajara space doctrine tends to rely on swathes of fighters outfitted with machine guns or small unguided cannons, while capital ships may have a few bulky, low yield energy beam emplacements. Tajara have strong anti-fighter and anti-projectile systems, deploying flak fields around their ships to shred incoming fire. Tajaran society hasn't yet learned how to work with antimatter, supermatter, or any other power source that could safely power an FTL capable ship, leaving them as a pre-warp society, with their ships mostly confined to their own system. The PRS Vostok engages a raider ship. Unathi In modern Unathi warfare, it's hard to find any semblance of large-scale standardized equipment, the closest being the Hegemony's defense forces, which are somewhat small compared to the combined forces of the many vassals under the Hegemony. Hegemon troops tend to use a mix of weapons, mostly based on the social class that the soldier comes from. The lowest classes of soldiers tend to be issued nothing more than a claw sharpener, thought of entirely as a meat shield. Other commoner soldiers tend to be issued shock spears--long, spear-like weapons that have electrodes built into the spearhead to stun or shock an enemy as they're attacked--and steel short swords. Wealthier commoners may find themselves issued energy-based weapons, such as energy glaives, swords, or carbines. Soldiers coming from nobility find their equipment more than adequate, being issued specialist equipment like grenade launchers, laser rifles, or the occasional xray rifle. Nobility take less to the 'down and dirty' of melee combat, and are usually delegated to mounted units when diving into the thick of close combat. The Hegemony military has been steadily growing, as attempts of consolidating Unathi society have begun in the military, the defense forces slowly trying to absorb the clan armies. The Hegemon are also the only military force that have the industrial and technical base capable of fielding breacher suits, placing them central to any push as a mix of shock trooper and battle tank, so to speak. Breacher units usually have their equipment tailored to the strengths of each soldier, but many common choices include flechette launchers, grenade launchers, energy glaives, rocket launchers, or the sparing Pulse Rifle acquired from Human merchants. Clan militaries make up the bulk of Unathi military personnel, but have just about as much variation. Poorer clans tend to field weapons sparingly, and issue little to no armor outside of their commanding officers. Steel swords, spears, and ballistic pistols are common sights among the least wealthy clans. On the other end of the spectrum, the richest clans can field units almost on the level of the Hegemony's nobility. Some wealthy Clans even field their units with tactical combat RIGs, acquired from a variety of Human corporate and government sources. Energy weapons are a common sight among clans who train on the idea of victory being first and foremost, fielding units that specialize in ranged combat, while clans that consider themselves more traditional and honor-bound will use energy shields, energy swords and glaives, and if not a RIG, then other robust tactical armor. unathi space things are already expanded on
  17. I think more is better, as far as lore team and staff team diversity. More involvement from the players, and a bigger net being cast to get things done. Much of the lore team and current applicants to it are (or have been) imported or shared from/with other staff teams (multiple mods, devs, CCIA and wiki). At the time of me writing this, you'd only be able to support one of the current applicants to this position if you are excluding people who participate on other teams, as it seems there is a lack of outside interest. Are you calling out admins specifically when you take this stance? If not, what do you perceive as the problem with lore team members contributing to multiple staff teams? I'm being specific to the mods and admins, yes. The lore team and CCIA, I think, work better as normal player teams than having admin staff involved. The spots can be open for players who want to contribute in their own way to the server, but might not be suitable or willing to go for moderating.
  18. know what cargo functionalities are needed rn -order paperwork, print a receipt or something -a log of who ordered what also, a fun thing for crate organization because crate organization can be a pain in the actual dick, is adding a way for the cargo staff to decide what items go in what crates on the shuttle, organizing it through the console instead of making people put in 2/3/5/10 orders to get their things.
  19. Can I ask why? I think more is better, as far as lore team and staff team diversity. More involvement from the players, and a bigger net being cast to get things done.
  20. doc is definitely qualified and would probably be a good fit--but it really limits the "gene pool" so to speak of people who have some level of influence in the server to have moderation staff also taking up lore postions. -1 because of that.
  21. as much as abo is a great guy, i will always maintain that admin staff shouldn't be on the lore team. -1
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