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Carver

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  • Birthday 01/01/1996

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    gmr25

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  1. Carver

    Cargo Requests

    Pigs would be a nice addition, after seeing their inclusion/use with the recent canon Odyssey. Any extra variety for Chefs to cook with is neat, even if the meat's generic.
  2. I'm rather astounded if/that this isn't already the case.
  3. It’s entirely trivial to work around any sort of age check if you know where to look. There’s not really a good way for a private individual to verify another’s age without completely stripping away someone’s anonymity. Much as I’d love SS13 overall to have zero minors, it’s entirely unfeasible, the best you can do is attempt to remove any dangerous material from the community as a whole.
  4. Ckey/BYOND Username: GMR25 Position Being Applied For: Deputy Vaurca Lore Developer Have you read the Lore Team Rules and Regulations wiki page?: Yes, as proof/humour, retcon is misspelled in 'How To Recton News Articles' Past Experiences/Knowledge: I am afraid that I haven't worked with any form of collaborative writing team prior to now, at the most I've assisted the Vaurca Lore Team with a few sprites and a slight handful of the descriptive text to accompany their associated items. I'll readily admit that I'm no expert when it comes to writing or spriting, often needing to work through bad habits with my occasionally stilted vocabulary, but I'm more than willing to improve wherever I can. Examples of Past Work: Primarily extremely minor projects such as spriting and describing the Hive/Sedantis flagpatches, spriting the (embarrassingly simple) Phalanx Receiver, fixing a few pre-existing Phalanx undersuit sprites + producing new variants. Spriting Credits https://github.com/Aurorastation/Aurora.3/pull/18776 https://github.com/Aurorastation/Aurora.3/pull/18771 As writing goes, I've mainly produced the following lore application: https://forums.aurorastation.org/topic/20681-shades-of-the-vekatak/ Additional Comments: I had been meaning to further write multiple lore applications over the past year, but I couldn't find the time between the relatively slow response to my initial one plus a lengthy sabbatical from Aurora over the past nine months to wean off of a medication that had been rather harmful to my mind and memory. I try to make sure that I finish any project before beginning another, and I'm more than willing to adapt to a team environment without any of the prior abrasive or overtly blunt behaviour common to my past self. Furthermore, I would also make a point of pursuing Skrell and Unathi whitelists in order to be able to further understand the necessary crossover lore of each in respect to their relationships with the C'thur and K'lax. Questions: 1. Choose any Vaurca background and write one or two paragraphs of lore that you believe would expand upon it in interesting or meaningful ways. Let's take a very small look at Shapers, and their potential direction (solely within the Republic of Biesel to keep the scope reasonable): To a Shaper, Biesel is fertile ground for the Preimminence. A melting pot of untold numbers of pieces of the greater whole, the many lost beings within Mendell City would be seen as ideal converts. Outwardly, the Shaper itself is an unknown, a Vaurca that seeks to help anyone find their purpose? Surely these robed preachers can mean nothing well. To the well-to-do Bieselite, the corporate higher-ups and even wealthy tourists these 'Shapers' within the streets of Mendell would be seen as no more than charlatans, exploiting the vulnerable for what must undoubtedly be some greater scheme of the Hives. But to those with nowhere else to go, the indebted, the directionless and those wholly alone; the words of a Shaper provide a meaning in what had once been nothing to them. As Biesel's wealthiest estrange more and more of society's lowest with every passing day, the followers of the Preimminence grow in number as the Shapers seek to guide the forlorn. It is said that in the lands of the lost, more than anywhere else, the Shapers truly fit into their place. 2. What is your opinion on the current status regarding the Vaurca Hives in relation to their host nations? K'lax with the Hegemony for example. How do you view it developing? Is there anything you would change? Why or why not? Oh how things change in so short a time. Let's go against alphabetical order and begin with the Zo'ra; Prior to the election and the accompanying news/article-based arcs, I had thought that they were on a wonderful path of what had seemed to be a cordial and mutualistic relationship. Since then, a great degree of uncertainty has developed that - whilst an upset - has done remarkably well to re-establish their place as 'second class' within the Republic of Tau Ceti. More than the others, I feel that the Zo'ra have the most potential to retain their uniquely Vaurcaesian identity due to these conflicts. Whilst I wouldn't change anything, they're the Hive I would most look forward to writing for. The K'lax are a case where, prior to the 'War in Heaven' arc, I didn't have an immense interest in either them or the Izweski Hegemony. Much of the tandem work between the Unathi and Vaurca writing teams since then has captured my heart, and with it I've come to see the K'lax as more of partners to the Hegemony than merely an expedient vassal. For the time being I feel that the K'lax are in a great place compared to where they had been in prior years (where I often had expressed a desire to see them go their own way), and I have no immediate interest in changing anything without seeing where the arc ultimately takes them. Even if they're merely second-most to me in interest, they're the Hive that I feel has the most potential for the short-term beginnings of cultural hybridisation with their host. Onto the last, but certainly not the least. To be blunt, I've never been happy with the current state of High Queen C'thur, feeling that her health has been yet another neglected card-up-the-sleeve for a future major arc involving her death in some form. To remedy/retcon these health issues entirely would pose a significant shift in the amount of leverage held over her Hive by the Federation, yet to kill her would require one to have both the ability and confidence that they could write both the future of the C'thur and the accompanying arc alongside the Skrell team to a frighteningly exemplary degree of quality. I want to see a future for the C'thur and Federation that doesn't revolve around a royal hostage, but it's a puzzle that I'm not sure how one would best solve. Perhaps most of all, I would like to expand upon the 'daily lives' of Hive Vaurcae living amongst their host species, particularly how they've managed (or failed) to adapt to the variety of alien cultures and environments. I see these otherwise mundane background elements to be a valuable guide to ease the hurdle of applicants and fresh whitelistees writing their Unbound characters, and moreso I would hope that it could also be an aid to anyone who wishes to write a C'thur or K'lax character without having significant initial experience with their respective host species. The latter of which had been something that I've had prior difficulty with myself. 3. Is there an area of Vaurca lore you want to expand on that isn't directly related to the Host nations? Mythology, to put it most plainly. Whilst unfortunately of (potentially?) little value to the game itself, I am thoroughly enamoured with the possibilities of the ancient histories and beliefs of the pre-VR Vaurcae as well as the untold Hives assimilated by the victors of long-forgotten wars. I would like to potentially see some of these loosely tie in to the present belief systems and faiths of the modern Hives and perhaps even some of the Queenless, as the most fun to me in both fiction and history is being able to draw a line from antiquity to the present. Secondarily, I'd also like to expand upon the commercialisation of the Hives. Tourism, art, literature, food, clothing (both for aliens and Vaurca) and all manner of merchandising and similar. Athvur's Brood is a wonderful vehicle to introduce more of these elements into Tau Ceti (and by extension the kitchen/loadout/etc.), and it would be an excellent opportunity for me to work on my spriting abilities at the same time. 4. What do you think of the current Queenless Vaurca groups? Do you think they're underutilised, fine as is, or overrepresented compared to the main Hives? As much as I loathe seeming indecisive, all of the above? I tend toward the belief that the Queenless and adjacent concepts present something of a writing obstacle to the rest of the species. In many regards, they occupy a thematic space that could be explored by more individualistic elements of the greater Hives themselves, yet simultaneously they currently hold the risk of leaning too far into the distinctly familiar. Delving ever-slightly into the next question, I feel that in the long-term one must assess where each and every one of these estranged groups ends up. Assimilated back into their main Hives? Withering away to nothingness without the Court's support? For better or for worse it would be difficult to truly change them in any satisfying way, given that they're a key ingredient toward maintaining a solid foundation of anti-Vaurca sentiment amongst the various aliens. I see no reason to neglect them, but I don't believe that they should be a primary focus, as I'd personally equate them to the pre-contact nobility of the Tajara - an immensely valuable component in the overall story thus far, but one that is bound to become no more than a historical note in the decades to come. 5. Where do you see the Vaurca going long-term? Whether or not the question is in relation to any form of 'timeskip', I'm deeply interested in further exploring the relationships between the Hives and their hosts. I personally adore the concept of (attempted) true integration over a period of decades, often imagining the myriad of experimental bioforms that may be created by the Hives. Of course, I wouldn't wish to see the addition of any more standard playable/mainline bioforms at the risk of muddying the overall identities of the existing ones, but it would be fascinating to introduce the unknown and unexpected as elements in various event arcs. Overall, there is no species more capable of adaptation to the challenges posed by the Spur. More relevant to the game itself in both present and future, I would also like to work on a variety of 'hybrid cultures' that mix elements between the traditional Hive cultures and those of their various Biesel, Hegemony and Federation hosts - whilst retaining the distinctly inhuman nature of the former where possible. Outside of any unexpected upsets such as a Hive's departure from their current servitude (to which I'm a bit dumbfounded to imagine the immediate implications of), the likely way forward would be each Hive further developing a unique and varied approach to integration depending upon how their individual relationships with their hosts evolve. 6. What other skills related to lore development do you have, if any? Per my above statements on past knowledge/work, a middling knowledge of spriting and the will to further improve where needed. There are a myriad of minor projects I'd wanted to work upon in order to refine my spriting skills, with the hope of eventually both taking up some larger projects in the future and working to improve or fill in a few existing gaps. I would invariably have to learn PRs as well in order to not rely upon others for implementing said projects, but that shouldn't be an immense hurdle. If you consider it a skill of any sort, I also heavily value (perhaps overly) open communication and seeking critical feedback from others within a workspace. Whilst I can get somewhat frustrated if I feel that I'm being stonewalled for an extended period (weeks+) without explanation, that is because I try to make sure that everything is 'just right' before a project of mine is finalised rather than trying to rush it out the door.
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  5. Carver

    E mags

    Pistols do have magazines. I have little opinion on magazines by themselves (I've seen servers do it, I prefer heavy back-worn power packs personally) as much as concern that energy weapons may need a degree of rebalancing if they're made trivially reloadable.
  6. An addendum, beginning with some OOC thoughts: You may be wondering why I am adding to a near-year old (over a year old, if you account for the myriad of rough drafts on my end) lore application. To be transparent, the core feedback that I had received from the Vaurca lore team was that the application was a bit -too- overtly dark in tone. Of course, there was a reason for that when it was being written that I'll explain below. During the conception of the original drafts, Vaurcae as a species suffered dearly from a degree of (wholly external) flanderization in how many players/crew viewed them. They were seen in an unusually positive, almost 'cutesie' light at the time, standing in total contrast to their background and themes. This was at a time before the Ve'katak Phalanx had been expanded upon mechanically with the receivers and other similarly polarizing elements, and so I had seen a need to reshape the outward perception of what had been an obscure, relatively unpopular yet wholly fascinating sub-faction of the Court and the PMCG. Overall, it was an attempt to offer a stepping stone for players to work with when either crafting or reorienting an existing character to fit within the whole. In many regards, I explicitly cut away the softer edges of the concept as it formed within my head. A multitude of small ideas that, for a mere lore application, were seen to be unnecessary or to stand in undesirable unison with existing misconceptions surrounding the Vaurca. This addition brings up a handful that had been cut, refined into a small array of ideas that I consider potentially complementary to the greater whole. Before you read what follows, I ask that you excuse my odd prose in writing these. They're not written to be from a wholly OOC perspective, whilst any OOC notes present within them will have italicization in addition to clear markings (double forward slashes or parentheses) to transparently indicate the difference. = A couple of plainly simple ideas that angle for a more positive IC reception. - Facsimile Shift - Projector Lockets = The radical ideas. These were ones that I'd considered later and had found fun enough to include for the sake of posterity. - The Terracotta Army - Facsimile Imprinting
  7. I rather like the current selection (assuming that you can still select it!), it’s one of the very few ways that bartenders can personalize their workspace and that choice by itself is a wonderful form of expression. To lose that would be depressing. Also I’ve always called that shuttle the mining pod both before and after it was named, sometimes even calling the shuttles by their specific class, but that’s not particularly relevant so this is in tiny text.
  8. If I’m not mistaken, can’t the bartender choose their preferred sign from inside of their back room?
  9. Per the title, it does a terrible disservice to our wonderful sprites to see them stretched or blurred unnecessarily (and the latter is painfully straining to look at). I would hope that this is still possible in some manner, though forgive me if the option is around and hidden somewhere and that I've merely been unable to find it.
  10. I’d be very curious to see the potential directions taken with a timeskip or setting adjustments. I’d also be wary of reeling entirely away from Corporate influence for reasons that others have mentioned prior, primarily the potential inability to comfortably play character archetypes that are enabled by the existence of a corporate structure and its influence. Such risks are why I’ve historically argued against the varying suggestions to move over wholesale to an independent ship, but I’m well intrigued by the concept of opening up more availability for independent backgrounds and roles beyond the mere smattering that we have now (aka consulars, journalists, passengers and priests). As for the potential timeskip, the only concerns that I might hold would be regarding massive retcons required within the lore to some extent if we chose to move backwards. Whilst no doubt that the foremost example, the Vaurca, could have their background adapted to some degree - it would present the potential of heavily compromising the dominant themes that colour their place within the Spur as the ‘new, alien and untrustworthy powers only granted the slightest room beneath the heels of the greats’. Maybe it might actually take them in a more fascinating direction, especially if a massive setting change gives them the chance to actually be wholly independent powers, but it could very well just make their whole situation confusing if not adequately adjusted and rewritten. That’s my ultimate concern with any timeskip, is how it would affect the greater lore and may well confuse players who are intimately familiar with the existing themes and story. On a lesser scale, I can say as someone who’s played one character through several arcs over five to six years, that so long as there’s still room for existing archetypes then one shouldn’t be terribly concerned about the effects of (thoughtfully) adjusting the power dynamic of the playable space. In short, if we don’t go entirely independent, then there’s little risk of effective character loss. Timeskips might be a bit different but I’d only be super concerned about those if we go forward 10-15 years and you’re currently playing a Vaurca that isn’t a Ta (lifespan lol). The main reason that you don’t see many recurring names from older maps and the like moreso has to do with long-term (active) player retention. Final (and wholly personal) thoughts I have, in regard to stagnancy, the main reason I’ve drawn away from playing mostly has to do with the general lack of engaging non-antagonist driven gameplay that provides good roleplay hooks or opportunities, with roleplay itself being the primary if not sole hook for my prior interest in the server. Often I had felt that there’s just not much to do, though I struggle in my ability to explain exactly barring off-topic rants about the limitations of the medium itself. Half-corp half-indie might help this, or it might hinder it, I’m not terribly sure about what might change other than one thing: The windows of opportunity for off-ship RP aren’t particularly relevant to me because, when it comes to those, where there’s a will there’s a way. It has never been difficult to employ one’s creativity in writing whatever character drama or slice of life scenes may appeal to them, even within the seemingly restrictive confines of the Horizon itself, and so a new setting is extremely unlikely to change this unless we somehow end up in the equivalent of a Vault. P.S. if we get a new ship, name it Aurora so the server title makes sense again. Never letting go that we were scammed out of that ship name with an unnecessary second poll.
  11. Those proposed changes to CCIA would utterly ruin the point of CCIA. The value of CCIA is that, as it were, they are without bias and every matter is seen to. Even the smallest IR is at least read no matter who reports it, and the investigations are carried out by an ostensibly neutral party who can’t be bribed and is held to a significantly higher standard than any command member due to being a member of server staff. Without that guarantee of equal and fair investigation, of what value is CCIA? Nothing at all. Those proposed changes effectively delete it.
  12. The people you want should perhaps be subtle then. IRs generally arise from overt misbehaviour, the sort of thing where corporate has to step in because Sec/Command aren’t doing enough to curtail the issue. This is an SCC vessel after all, if you want to break corporate rules you can’t be blatant about it. Otherwise, it would be incredibly difficult to maintain the immersive atmosphere of an ostensibly professional working environment if people were freely crass and criminal.
  13. It would also be nice if there was a way to keep them out of observer logs for someone who wants to observe the round without being forced into local ghost hearing/vision only. As well as keeping them off of any communications since the centcomm z-level is used by actual round antags and staff/event character roles.
  14. I’ll add to the above that on several occasions I’ve seen people dodge meaningful punishment by avoiding it until round-end where they may dodge a security charge entirely. Even whilst playing HoS I’ve had that issue occur, furthered by officers who simply didn’t care to act. As it stands, there also isn’t really any significant punishment in regard to being charged by security. It’s a little note on your record that won’t mean much until someone review requests you (the close sibling of IRs), and to many people doesn’t matter because they don’t see it through a real corporate lens of how much that effects your character’s future in regard to employment opportunities. Only staff, whether administrative or CCIA (or rarely, lore) depending on the specific matter, can truly affect one’s character in any significant and lasting manner.
  15. If they were handled in-round, then they wouldn’t be IR’d. IRs typically cover matters that couldn’t, or more rarely, wouldn’t be handled by Command and Security. If it’s a situation where you could have solved it in-round, then refer to the excerpt from IR rules below: Then refer to the following section of the IR format: To put it simply, that which could have been solved in-round wasn’t due to any number of circumstances.
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