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Carver

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Everything posted by Carver

  1. Notably, the circuit printer and protolathe are vestiges of the Machinist being a part of the science department. Machinist going to Engineering would logically put Engineering as 'the department you go to for your machines to be upgraded'. Operations having exosuits is by virtue of the RNG of the warehouse, does Operations having surgical equipment and weaponry in the warehouse also mean that they should have medical and security roles within the department - clearly not, it is merely more warehouse equipment to be delivered somewhere else. Nearly every department on the ship (barring service/civ for obvious reasons) employs hardsuits and can make use of them; Engineering most prominently, followed by Medical (sorry sec the FR hardsuits are more immediately useful), followed by Security and very distantly followed by Science and Mining (the latter of whom will usually be done working by the time they can get a hardsuit). Science has taken a backseat because nobody asks for things to begin with. Yet despite this, their bespoke weapons crafting is fairly reminiscent of the Machinist's bespoke exosuit creation that had it's origins in the Machinist's prior history within other departments. The history of Robotics in SS13 is roughly as follows: It began in medical, it solely built borgs and borged people. It was then in Engineering, and it became capable of building exosuits. It was then in Science (Med-Sci initially) where it began to produce more niche articles such as replacement organs and would help the RD and CE with the AI. Not longer after it was effectively fully moved to Science, it began to produce hardsuits. I'm going to be quite forthright, if someone asks me to perform a duty outside of my distinct role that is explicitly designed for another role (Engines for Engineering, Thrusters for Atmos) I will not do it. Common practice does not always mean good practice, it was once common practice to fully set up department voidsuits and bring them to said departments. It was once common practice for Detectives to perform arrests. It was once common practice for CMOs to do-it-all within Medical. I can go on with further examples if necessary. What would I expect Machinists in Engineering to do that rather suits the department? More than likely; the construction and upgrading of machines/consoles, supplying other Engineers with circuit boards when they need them, maintenance of synthetics and the AI, repairing the odd damaged hardsuit and exosuit. Effectively the things they currently or potentially could do that fall under the realm of power tools, ship equipment and specialist maintenance. Engineering is the department of maintaining ship equipment, and that's the ultimate role of the Machinist. It's production capabilities are holdovers from Science, never from Operations. As a Machinist, I have zero reason to communicate with Operations in any capacity further than what Scientists and Engineers already do: Asking for mats, fulfilling the odd bounty and getting an initial delivery from the warehouse.
  2. Wonderful, then they’d be able to readily assist the CE in similar matters as they used to - instead of the weird current state where an OM can potentially justify being able to help with the AI.
  3. Which they can’t do on code green. If it’s a higher alert, then keeping an eye on disabled crew during an emergency is a more than wise move given they’re highly vulnerable to begin with.
  4. Who in medical, the non-existent Nurses?
  5. 1 & 3: Maintenance of equipment (synthetics, hardsuits, exosuits), major use of tools, etc. The only thing tangentially related to Operations is that they build things people use - which curiously, Science does more than Operations does anyways (Ops has a lathe and that's it) and Engineering also does to a degree with similar requirements for materials and tools to do so. We could return them to Science but Engineering felt more thematically appropriate in regard to the corporation options. As for coordination, would they lose ops radio access? Sure. But Science and Engineering both highly value the same materials and don't have ops radio access, so they'd simply go through the same 'ask over common and probably expect deliveries from miners even if you don't ask'. 2: No, but I wouldn't start the engine as an atmos tech. No, but I wouldn't mess with atmospherics as an engineer. Does every Medical role do chemistry when a chemist is missing? Does every Operations role do mining when a miner is missing? Engineering doesn't mean 'I do everything in the department' or we wouldn't have a distinction between atmospherics technicians as there currently is. As for uniforms I would feel more than fine respriting the Orion machinist uniforms to Zavod machinist uniforms. I'd keep the original Orion uniforms sitting around in the code in-case Orion is added to engineering. Though personally I don't really see how Orion makes sense in the role, if only because Orion is the delivery+doordash corp in it's present flavour, whereas Zavodskoi akin to Hephaestus is a major producer of heavy machinery. As an aside, while looking at the uniform sprites I noticed something very funny that would probably be a better potential third Engineering corp than Orion.
  6. Why not? This is an RP server, it being an 'RP place' shouldn't mean it's overlooked. Patients should be kept safe.
  7. Per the title, Given their present location, their expertise (primarily maintenance of hardware) and that Heph/Zavod as corps fit the role decidedly more than Heph/Orion. It feels only suitable that they should be a part of Engineering to give the department a little more variety. That, and as it were, the Machinist is fairly divorced from Operations in location and goals - what they gain from the department is no more than Science or anyone else gains, a few things from the warehouse (mismatched exosuits, random limbs) and the ship’s shared desire for mining materials (Engineering and Science primarily). I don’t have much more to add. This idea came to me between the recent workshop remap, and pondering that the implementation of the new XO may hold the possibility of the service department seeing oversight by the OM in the future. Edit: I do have one more thing to add, that's also a notable plus: This puts AI/Synthetic-related stuff solely back into the realm of Engineering and Science, as it used to be.
  8. Intriguing. Reminds me of the AI satellite, I’d think it’s a little excessive in the turret count but I suppose turrets aren’t what they used to be (if they’re the standard carbine turrets) so it shouldn’t be too horrible if someone wants to target the AI. The boards/intellicard do seem a little overprotected being in that far corner, but unless the addition of skills make it a pain in the ass for antags to dismantle r-walls I don’t see that being an issue.
  9. Out of curiosity, where is the AI planned to be moved to? I would assume deck one has plenty of space (given it houses a mostly useless part of the core and the maint tunnels down there are a bit bloated in width) but I fear what might be displaced if it’s somewhere on the other two decks.
  10. Have you tried squeezing tech storage somewhere else? I get that tech storage needs to be slightly out of the way to be more easily robbed, yet it’s in the most awkward place right now where both few people go and yet it’s directly in front of where everyone spawns so it’s not feasible to really break into it (from the door, at least) anyways. I’d imagine that it’s pretty much the main barrier since that’s where the workshop used to be.
  11. Yet they really don’t need more space than they’d had. It’s not a location one might commonly loiter in, and there had been more than enough room for both repairs and production needs. Compared to Science who had effectively three sub departments within the same space; chem, telesci and regular research/production. All of which fit comfortably there, not oversized in the slightest but with just the right amount of space to allow work. I think the workshop personally made the most sense on deck one, if only because it cemented it more as a part of Operations - where it currently exists would have only made sense if it was being shifted over wholesale to Engineering (to which, perhaps controversially, I think fits it much better).
  12. Interrogation monitoring I don't agree with, but I definitely think that any little (aka not the warehouse lol) storage rooms shouldn't need cameras. I wouldn't really feel comfortable with the recovery room lacking one, or any room where you could reasonably expect people to be hanging out - but storage rooms are tailor made for 'walk in, walk out' and should be pushed to be more antag-friendly spaces. If this was in the past, I'd express a fear of people abusing this to hide bodies where they'll never be found, but that's fairly ahelpable these days at the least.
  13. As an alternative idea, what about headbands instead of armbands, since they’d fit on helmets (super visibly) and because some officers already wear armbands?
  14. I’ll be pretty honest, I’m more disincentivized to play events that draw 100+ people. It becomes a difficult to control (and difficult to read the radio lol) mess where I can generally expect 5 or more people are just there to start shit because a server is at the top of the hub. Oh, and the game will usually begin to break under the weight of the player count at 3 digits (just look at recent lighting complaints). 40 players is only bad if the scope of the event needed 60 for the progression of the event to flow smoothly, imo. But that’s in the context that not all 40 are playing, if 40 are in the round it’s perfect. Taking into account lobby sitters and observers, 60-80 is the real sweet spot that any event should be very happy to pull.
  15. I support this as someone who blasts music while playing and regularly misses explosions as a result.
  16. I’m very happy to see the hiring standards applied uniformly, as I was deeply concerned for a time that they’d be forgotten or left behind with such a change. As they’re not, I can actually say that I’m happy to see this change. Maybe with more time we can even see the return of Service Manager.
  17. I can’t really agree with this enough, one of the more enjoyable experiences for me in a round lately was a canon visit by a sector administrator. It was so minor you’d not be faulted for assuming it was an antagonist’s gimmick, but it wasn’t - and that sort of little thing does a lot to make the world feel more real. Furthermore, some of the events I remember most fondly were the little ones like the C’thur Bulwark visit. It was quiet, it was interesting and above all you could interact with these major lore defining characters on a level not restricted to Command characters or violent action. Now on an aside, as one of the ‘negative nancies’ who not uncommonly hopes for blood, I’d like to answer why I like these negative results. Firstly, it adds impact to an event in a way nothing else can truly match - people will remember the faction(s) that killed their loved ones, that maimed them and that brought them to the edge of their life. Cold Dawn is remembered for this, those present often feel very strongly about the DPRA in turn. The recent Exclusionist event is hardly spoken of because it didn’t really have any of this, and in turn I’ve seen very little commentary on the exclusionist movement or the greater Trinary Perfection that birthed it. Now, does that mean I don’t want to see positive results? No, that isn’t the case at all, but I want a large helping of ‘negativity’ to balance out the positivity so that when an event is marked as high impact: it means precisely that. It will leave an impact on those who attended, those who witnessed it and even those who were merely active around Aurora in the period yet couldn’t attend at that time. Those large, death-laden and character defining high impact events aren’t all there should be though. It can’t all be death and glory, and ultimately I earnestly believe that high impact should be the rarest of event types to ensure they truly live up to their classification.
  18. Really should be more accessible in some form if they’re a required autolathe material.
  19. I hate to beat a dead horse but I hope this event gets exosuit and simple mob interactions fixed. I was super excited to see what the master transmitter could do, and how the crew would fare against the horde of hivebots and then those hopes were dashed hard. The sprite work was quite wonderful though, I hope that we may see a return of these transmitters (and their rampant friends) in the future. I also hope we get to see Purpose taking a hostile position in a future arc with their HKs and Daedric Crescents, those looked super neat and I'd have loved to see them in action.
    A very strong build-up throughout - with an intense bridge battle and close quarters fighting against simple mobs - culminating in a extremely underwhelming 'final boss' as all of it's hivebot guardians were incapable of damaging the numerous industrial power loaders laden throughout the map, ultimately stripping any and all teeth from what was supposed to be the most intense fight of the arc. This unfortunately left me going 'That was it? What comes in next?' for the remainder, only to realize it was over.
  20. As for freebie imbalance, just give Bieselites Sol Common for free and that’s solved. I don’t think more than one freebie is needed per origin.
  21. I’ve suggested this before, but I’d never support it again if it cost a language slot. We need more variety, not less.
  22. I’ll support this if it doesn’t include a body deletion pit lmao. As for budget concerns, Command can already put an incredible amount of money forth (in terms of what can be ordered) between department budgets, their personal accounts and even the vault if need truly be. I’m not concerned for logical limitations when it’s not terribly difficult to bypass it with some effort in an emergency.
  23. Easily makes top ten RPers I've met and I've played this dumb game for well over a decade. She always strives to create engaging characters, where even the newest ones are well enough fun to interact with and tend to swiftly gain depth to their personality. I'm running out of genuine compliments, +1.
  24. It’s like those dudes with radios who try to contact the ISS except for some reason it’s readily built into every single communication device on the planet.
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