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Granodd

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Everything posted by Granodd

  1. Could be a way to remedy it somewhat, but would require there be ghost roles with piloting knowledge to avoid it seeming like every ghost role knows how to pilot. This however is a slippery slope, and if anything has been shown, it's that shuttles that only go from A -> B are old and being phased out slowly rather than the other way around. The automated system was only proposed because like mentioned above, not every character is going to have piloting knowledge which is why a very rudimentary autopilot for ferrying to planet surfaces was proposed.
  2. Making the shuttle system a bit more robust than having it be a very simple "push button and go" could alleviate those issues. Things that come to mind, but would obviously need coding, and likely not anything in time to benefit Konyang (RIP) are: • The ability to ground the shuttle remotely via the Command and Communications program by OM/XO/Captain level decision. • Alert level automatically locking down the shuttle's ability to ferry. • Having a Hoirzon level ID (just something to show you are actually Horizon crew and not someone else) in order to access the ferry system. • Having to take out a ticket, or sign a digital ledger with said ID to log who is taking the Ferry and when (This one I'm less solid on) • The console to control the autopilot is both in and out of the ferry shuttle, allowing for crew shipside to recall the ship and vice versa on a short cooldown to prevent things like shuttle juggling. Having to rely on BC to actually be playing in order to see the city which I know had months of work put into it feels like some people will have missed opportunity. Though it's hard to say for how much longer we'll be on Konyang.
  3. I've seen this similar concept on other servers, mostly for the purposes of ferrying miners to an off-station map to do their work, though think it could very easily work for Aurora, too. I wouldn't see it as anything that's too immersion breaking either. The way I could see this set up is to give the Horizon an autopiloted shuttle in one of its hangar bays or docking arms that's set to only ferry to and from a specified POI depending on where the Horizon currently is. It would be a fairly proactive feature too in the event the Horizon is docked around other interesting places that anything along the lines like Point Verdant, like Adhomai was from what I recall. The autopiloted nature of it means that anyone could feasibly interact with a console at the landing site or on the Horizon should they have a Horizon ID to bring the thing back and forth. The only feasible problem I could see with it is "fuel costs", though that's assuming it's built like an actual shuttle and not like the old style of shuttles that many of the antag ships are. Edit: The other issue that could come of this though is crew bringing non-crew onto the ship who may not be authorized to be there. But that's more of an IC issue than an OOC one.
  4. I generally agree with this, too. Having players in control of some of the infected IPCs would help to stave the "it rushes me with murderous intent so I have to kill it" and might even give more of a disturbing atmosphere if one of the IPCs just stops and stares at you. Obviously though this might have some added issue if there's something to the infection that we don't yet know about that the Synth team isn't wanting to disclose that may make playing as the infected IPCs themselves a difficult thing to fulfill properly. Another option, though one that would require a bit more code work, is to have the infected IPCs not always be aggressive but instead have some more dynamic behavior of either acting oblivious/passive or just emoting to stop and stare at people who wander by. And in some cases they do just charge, or charge from their passive states. But that's all assuming that mindless and violent isn't the intention of the Synth team with how the infected act.
  5. From what I've observed of them, I think their overall threat level needs to be reduced. I don't think it should be neutered, but right now it's just a bit too much. As for reasoning, I just think they do way too much damage for how fast they move as well as how many you'll typically encounter in one area. I think that focusing solely on their per-unit balance isn't really a good way to look at things as they're not like Cave Geists or the larger Greimorians. They're not a monolithic monstrosity, they come in groups more often than not, and the balance and threat of them should be thought of in that regard. A single one of them getting close to you should be deadly, yea, but as it is right now if at least two get near you - which is very likely - then you're going to be put into critical extremely quickly. And while that can lend to the narrative of them being extremely dangerous, I think it's a bit too much to have a character die so quickly, and potentially in a canon round to something like that. It'd be like having 3-4 Geists running around. The PR adjusting their damage I think goes a bit too far with the nerf to the AP. 20 would be a fair number along with their 15-20 damage per hit. But another thing that should be considered is how quickly they can get into that melee with you and how many of them there are in a given area.
  6. The nuclear option is to just remove surgeon and pharmacist and make it just "Medical Doctor" who can do the roles of the other three with alt titles for Surgeon and Pharmacist. That way it would be delegated between Paramedics (treats people outside of medical to transport to medical) and Doctors (treats people inside of medical and more fully). Which depending on how you look at it seems more fair given that the Paramedic is one of the least boring jobs given they're usually up in the current events versus Medical who get things second hand.
  7. People will say "Oh you don't need a pharmacist at all when you have a surgeon" when there's only two surgery tables, and any given surgery takes between 1 - 5 minutes depending on how skilled the player is. And in that time, your patient is still actively dying. If their blood oxygen levels are dropping and you don't have dexalin while they're on the table, you're going to have a bad time. If the blood oxygen is the only issue, then prioritizing the lungs may work. But if there's multiple things wrong with the patient, then you're going to have a much harder time. And that's assuming you only have two patients. And like I said before. The purpose of chemicals is that it works while you work. You inject medicine so that it keeps certain ailments from getting worse in the time it takes you to solve another. This is especially true with more than two patients, because it helps keep critical patients stable before more proper care can be rendered. Not having a pharmacist but having surgeons may not be the end of the world, but it puts far more strain onto the existing medical staff than if there is a stocked medical fridge. Which is why it would be better to just combine pharmacist into physician so that they can create the things that make their lives easier.
  8. Medical is the most needlessly delegated department out of all of the departments. Engineering is delegated between Engineers and Atmos Techs (2 Jobs). Security is delegated between Officers and Investigators (2 Jobs). Cargo Operations is delegated between Miners and Cargo Techs (2 Jobs). Science I won't really count given that it's one of those departments that's nonessential (like Service). And Service is fairly spread in delegation too but unlike Medical, the field of Service is not a high-skill job, and so it's not hard for people to swap around inside of that department (if they wanted to, not that they should...) Medical, however, splits up the duties of its department - one that is not only a high-skilled RP wise, but essentially needed in any round where the crew have a pulse. The absence of any of the medical jobs requires the rest of medical to drastically adapt to fill in that void. Or just cope if certain jobs are missing (e.g. If the Pharmacist is missing have fun saving people with limited supplies of Dex+ and no Alkysine). Surgeon also presents this issue but to a lesser extent seeing as a combination of Physicians and Pharmacists can sustain people pretty alright. Just merge Pharmacist into the Physician's skillset so that Medical doesn't have to cope when there's no advanced chemicals in their medicine fridge and suddenly they need more than just one bottle of Dex+. And no the argument of "just get good at treating patients without Dex+ and Alkysine" is not a valid argument when your patient count is anywhere over two.
  9. I'll admit that the idea of narrated Aurora lore has crossed my mind once or twice in the past, though a few things come along with that too. The first thing is that Aurora has a lot of lore. Like, a lot a lot. A singular video on the matter would be extremely long, and multiple videos would lead to there being a lot. They would be extremely useful to have, but it would likely take a really long time to make all of it, too. Something like an abridged version of "The basics of what you NEED to know" as the most basic of roles on the ship might be useful. For example, you can play someone from Earth, and your understanding of the Spur might only encompass Sol, Biesel, the Corporations that be, and then a brief idea of some of the alien species. Though the other thing that comes to mind is that the lore frequently sees updates, and in some cases entire retcons and revisions that can make previous bits of lore either different or completely irrelevant. Videos on affected topics would need to be redone, or if it was a single video, reedited. All in all, a good concept in theory, though difficult to pull off in practice without someone willing to put in the hours and editing to make it.
  10. Which chemical recipes? The only ones I know of is nitroglycerin. Also triglyceride is extremely easy to get as a chef: just make butter and blend it. No need to blend meat.
  11. Raiders were always the more pirate-leaning of the two between them and Mercenaries. The strength of Mercs was always lent to their superior personal gear, which means they would favor actually boarding onto the ship and doing things. Having Raiders operate more like overmap antagonist pirates with a weaponized ship that poses a credible threat that also has the option of boarding if they wished would make them stand out better from Mercenaries while also helping them feel less crap in comparison. Edit: just having access to an overmap ship as an antagonist opens up a lot of possibilities too, in the event that the raiders don't want to act like pirates, which sometimes happens with more creative gimmicks.
  12. Arkoss as a whole would feel confused, alienated, and a bit apprehensive of the general culture of Megacorporations and Biesellites. Megacorporate and Biesellite focus on consumerism and materialism would be the strongest contrasting point to all that he knows. A fleeting care of one's surroundings and belongings, just to pursue the next big thing their credits can buy while eagerly discarding what they no longer have use for. Them displaying a superficial sense of attachment to items, and a perhaps less than genuine sense of spirituality as opposed to Arkoss' raising and beliefs strongly rooted in Th'akh that teaches him that all things in the world have attachments to the spirits. Such behavior to him he feels is dangerous, and the lack of acknowledgement or reverence to the spirits may be irritating. Not to mention an environment that actively employs Gawgaryn, Guwan, and people who claim that robots have a spiritual potential for ascendency. In all it may feel like a challenge to him to maintain his beliefs and to keep working the job he was given so that he may provide better for his Clan, trying to ignore all the unpleasant themes that surround him.
  13. Arkoss like many of the Wastelander Clans who live alongside Dionae follows the teachings of Th'akh. He holds the belief that all things in life are linked to the spirit world, and that the key to a happy and prosperous life is to ensure that the spirits are worshipped and appeased with gifts, as taught to him by his Shaman. The role that his Clan was fulfilling in the wastes to help restore it to what it once was played a major role in his hesitation to leave them when given an opportunity at work off-world, as he would be detaching himself from the Clans and the spirits of the wastes who wished to see it revitalized. His better judgement eventually concluded that the opportunity presented to him was the good will of a zo'zyola, and to turn it down would be disrespectful. Even far from home he holds these beliefs, operating as best he can without the insight that his Clan shaman provided. Though the consultation of other Th'akh shamans he has met abroad have helped him keep spiritually easy.
  14. BYOND Key: Granodd Character Names: Nira Desinova - Dominian Physician Jeriko - Dreg Cargo Bot Ava Nyoko - Fisanduhian Arthur Caladius - Tribunal Priest Rashja Al-Riqha - Jaded M'sai Paramedic Aurelia Strelitz - Dominian Exile Engineer Species you are applying to play: Unathi What color do you plan on making your first alien character: Yu'kal Soil (RGB 97, 66, 32) 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: Ultimately I sought to try something new. Unathi have always been a species I had respect for given their largely honor-bound culture, but struggled to really work up my desire to apply for being one. I appreciated having Unathi characters around in the round, but didn't really think to play one myself until recently. Aside from that, large reptilian style characters appeal to me in a way, even outside of SS13. Namely, my first actual D&D character being a Dragonborn. Though here, having read through their lore a bit more in-depth now, I've found a few concepts within them that actually reach out to me, particularly surrounding Unathi from the Wastelands. Identify what makes role-playing this species different than role-playing a Human: It's been said with the different species of Aurora that each one has a different thing that sets it apart from humans (and other species). Some are "biologically" alien to an extreme extent, like Vaurca and Dionae. Others are "culturally" alien, which species like Unathi and Tajara sort of fit into that category. Though Unathi are more biologically alien to Humans than Tajara who share a few overlapping characteristics like being omnivorous. Unathi are different from humans not only because they're quite literally built physically different, but because their culture is structured much more differently. To the typical Unathi, the Clan and the family come first and foremost, and along with that, their honor and pride. Martial skill and prowess earns more repute than most other skills, and society is divided into gender roles. The gendered nature of Unathi roles goes so far as their language as well, with certain words being synonymous like "warrior" and "male". Beyond all of this exist hierarchies, depending on the society, of lords, or those above who rule those below. And encompassing nearly all Unathi culture are aspects of faith that is engrained to a point where a certain sect of it is even associated with the undesirables of Hegemon society (Aut'akh). Unathi as a whole show more signs of struggle to develop beyond wounds of their past while in a way still clinging to it in the traditions they keep. Character Name: Arkoss Dorviza Please provide a short backstory for this character In a time that was later determined to be 2444, Arkoss was born to Clan Dorviza in a time of strife. The lands were harsh, and war still stirred on the horizons. But all of it seemed to be made more bearable by the strange companions to his Clan: collections of verdant slugs and worms he would understand as "dionae". But to him, they were as valued as the rest of his Clan. As a man of his family, he was raised to carry out the strenuous work. Digging irrigation, helping lay foundation, and occasionally training with a weapon were all tasks Arkoss found in life growing up within the oases grown by the Dionae members of his Clan. By the time that he was an adult, the stirrings of war had died down, though life was still as laborious as it was before, and just as dangerous. A fact that would present itself later in his life when his Clan's oasis was visited by a landcrawler belonging to a Reclaimer Clan. They themselves didn't pose any danger, and in fact offered much to trade in exchange for Clan Dorviza's herbal care to some of their wounded. Though the reason some were wounded would soon present itself in a following night when a group of Punished raiders attacked the oasis. Riled from his rest, Arkoss joined in the defense of the oasis alongside some of the Reclaimers. It was in the thick of this fray that Arkoss came to the defense of one of the wounded Reclaimers, saving his life from an honorless Gawgaryn attempting to coup de grace the fallen Sinta. The Reclaimer in question, Loskha, expressed his thanks to Arkoss, and vowed to repay the debt. The form of this repayment would later come, some months later when the Reclaimers returned for their usual business, but also with Loskha extending an offer to Arkoss. He offered passage back through the wastes to Hegemony lands to Arkoss, a place where he may find paying work to help support his Clan and their life in the Wastes. Arkoss was hesitant to leave his Clan and family behind, though he soon came to understand the opportunity that presented itself, and how much of an aid he could be to them. Ultimately, he accepted, and as the Reclaimers returned to civilization, Arkoss came with them. Being introduced back to the society of the Hegemony was not easy, given he was a Wastelander, and lingering associations with the Traditionalist Coalition. Having no previous standing, he was little more than a peasant who had been given an opportunity to earn some form of work. Loskha was not entirely cruel, however, and aided partway by guiding Arkoss to an employer who he met prior to their journey back through the wastes. A person unlike what he'd seen before, what he was told to be a "human", dressed in some manner of suit, and speaking in a tongue he did not understand. Loskha aided in translating, explaining to Arkoss that this man was from off-world, and he could take him to somewhere with great opportunity. Arkoss once again was apprehensive, though having traveled all this way across the wastes, felt the obligation to finish what was started. It would be some time until he found himself in a new world and a new, but familiar, job. Growing accustomed to the expectations these aliens had brought with it growing pains from cultural differences and more than a few incidents. But even as he was rough around the edges, and the Ceti Basic he was taught gradually improved over time, he found himself learning and honing new crafts of building with tools far better than the ones he had in the wastes. Now working as an engineer, he clings to memories of his Clan, as that was ultimately what had brought him so far from home, the credits he earns being used to send aid back to them. The one respite he still has is to see the familiar "faces" of the verdant dionae still present, even all the way out here, like a piece of home that came with him. What do you like about this character? An Unathi originally living in the wastes alongside the Dionae, helping to revitalize the irradiated sands is a concept I really like. It reminds me of themes like druidism and such. The same Unathi being given an opportunity to go on a great journey from home to ultimately provide aid to his Clan at the cost of being separated is also interesting, especially with aspects of culture shock. Prior relations with dionae meaning that they're "bits of home" even out here is also an enjoyable theme. How would you rate your role-playing ability? I've been roleplaying for close to 14 years now, and I would say that my abilities to play out a role and to interact with others in it is fairly refined.
  15. I think game modes that only have a single antag and no additional antag flow like autotraitor, changeling, or vampire does very easily lead to "extended+". Especially when the antag in question isn't exactly powerful or possesses ways to evade capture and prolong making the round interesting. Loner is similar to Technomancer in being the only other solo antagonist, but has a vastly stronger kit, partly due to sharing one with traitors who recently received some improvements. Both can easily get caught and then turn the round into extended+ for everyone but security, though Techno feels like it's more likely to have that happen due to its kit.
  16. I'm curious what the tonal difference is between something like wizard and something like vampire and cultist is, given they're all basically magic. Is it because people pull out more memes as a wizard? And if that's really the main issue then why not just completely pivot the theme of it. Do away with anything resembling magic or wands or staves or robes and have it be more like an artificer. Someone whose aesthetic is technology and hacking and not emulating magic with things that look like they're still semi-magical.
  17. Technomancer is just a really neutered Wizard. I've heard things about it being more "friendly to the lore" because it's a tech based antag and not something straight up magic. But if that's the case then why do we still have things like Vampire and Cult? This isn't even mentioning the fact that the few times that I have played Techno it just does not feel great at all. A combination of the instability mechanic and the fact that the spell selection is fairly limited just makes it an extremely bad solo antagonist for driving the round. The spells it does have pigeonhole it into some kind of goofy gimmick, seeing as combat gimmicks without a stability core just don't work due to the instability mechanic that starts burning you alive for the sin of casting two or three spells. Adding back wizard while removing whatever problematic spells it had I think would make the game mode more enjoyable to play and also better at propelling a round on its own.
  18. I personally think this is a move in the right direction. Sorting warehouses gets boring after the nth time doing it while bounties serve as the primary gameplay loop for most cargo technicians. Meanwhile in medical the difference between having a pharmacist and not is night and day. Trying to deal with high patient load or even saving people from near death becomes daunting if not impossible without chemicals like alkysine, dexalin plus, adrenaline, and pneumalin. Some of it can be off-set by the presence of a surgeon who can manually fix some of those things at the cost of lowering organ health, but that's not always the case and takes time, which can lead to patient death if the surgeon isn't quick. Giving higher end medicines to Operations that Medical can order from them would fill the void in medical while also giving more incentive to interact with Operations. But I'd suggest balancing it with the cost of the medicine. Too low and there's no reason for a pharmacist to ever join; too high and there's no point in trying to order it from Operations because it deletes half of their budget. Something around the range of most guns may work. Something in the realm of 3000 - 5000 credits for either a singular bottle or a small crate of supplies may do. Things like butazoline, dermaline, and mortaphenyl I think can be ignored and left to if a pharmacist actually joins (partially because Medical already starts with some of these) and instead focus on three major chems like alkysine, pneumalin, and dexalin plus.
  19. I can't really give too much of an opinion on the away sites and ships given that I have extremely limited experience playing as them so far. But just from the general vibe of what we have so far, the ones I really like are: • The Solarian ships (FSF/SFA) • The Tajaran outpost • The Militia ship • The freighter In terms of stuff that I'd like to see, there's a whole lot of ideas that come to mind. The Bearcat's been mentioned a lot, though last I checked that was already under way. In terms of things that are new and/or interesting: • The survival pod that spawns on exoplanets. • Some sort of ruined hangar spawning on exoplanets/asteroids that has a damaged but mostly assembled ship that's overmap capable when repaired (for escape pod/burglar spawns on the asteroid, as well as the above mentioned survival pod to have some way of getting back into space) • A large greimorian infested station and/or ship • A Jargon scout ship (Skrell maintainers permitting) • A large ship full of valuable goods like weaponry or phoron, but the catch being that it's derelict and constantly moving as it has yet to stop from its thrusters being brought offline. Something that could yield a great profit while having risk of environmental hazards. Additionally, ideas that can only be implemented once a precedent is set for openly hostile ships: • Some form of pirate/raider ship • Freelance mercenaries (different from the FSF and Militia) • EE research satellite/facility on or around an exoplanet
  20. If artifacts and golems are completely divorced from the canon of the setting, it begs the question of what the point of the xenoarchaeologist job is if nothing you do matters. Xenobiologist at least has the saving grace of part of their job still being canon (slimes and such, given their relationship with the Skrell too). Ultimately, I think removing silly artifacts that do silly things based on RNG (likely a relic of extremely old code), as well as reflavoring and redoing the aesthetic of golems would be a good change. Completely removing either, though, isn't something I think would be good. In that same vein, completely overhauling xenoarch into something new that fits the setting sounds like it would take an immense amount of coding time to do, while the golem change is simply a matter of aesthetic and flavor change.
  21. I would rather endure 10 bad ling gimmicks than remove the chance for there to ever be 1 that actually makes creative use of the revive mechanic. I feel this is more of a hub antag issue than it is an issue with ling itself.
  22. Chief Security Officer has a much different vibe that doesn't really fit the role as well as "Chief of Security". As far as I remember, too, the dress regulation and expectations of the HoS is different from an Officer's. You can dress in business casual and are essentially a management role, which "Chief of Security" conveys well, where as "Chief Security Officer" assumes that you operate the same as an Officer does, but just also being in charge.
  23. I think it's completely fine with there being some ships in the sector which are straight up just "provocateurs", in that the interactions with them could either be an uneasy neutrality, or hostile interaction. From the times that I've played on servers with roles like that it felt genuinely interesting and made the sector feel a bit more alive to have ships who you know are likely going to become unfriendly if you say or do the wrong things. I think the whole concept of the overmap and third party ships is just extremely new and in its early phases, so there's going to be a bit of issue with how things go until more content is introduced for all of the ships to interact with, like the away sites and such. But above all I think the ideal end goal for the overmap and third party ship development is to have a healthy selection of ships, as well as away sites to interact with and contest over, while also keeping normal round antags involved which may even give some of the third party ships either an opportunity to do something, or to try and help the Horizon. And I do think among those selections of ships, some should lean towards the hostile side as to provide a sense of credible danger while traversing open space.
  24. BYOND key: Granodd Discord Username: Granodd#8535 Character names: Jeriko Nira Desinova Maelys Strelitz Ava Nyoko Ka'Viax'Ung K'lax Kaetos Arthur Caladius How long have you been playing on Aurora?: I first started playing in 2017 when I got my IPC whitelist, though didn't start seriously playing until 2019 where I played for a few months, then disappeared until some time in the late summer of 2021. I've been somewhat active on Aurora since then. Have you received any administrative actions? And how serious were they? No Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame?: Heads of staff help to control the flow of a round, and are one of the primary actors with interacting with antagonists. The way a round goes can largely depend upon how a Head of Staff decides to respond to the actions of a round's given antagonists. Heads of Staff can also help to mediate the crew's response to antagonists to keep things from getting too out of control as well. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Whitelisted Head of Staff players are often looked to for some form of guidance with the jobs or departments that they lead. A Chief Engineer for example would be looked to for assistance in properly setting power and fixing the ship/station. In a sense they're the go-to for tutoring newer players, as well as setting the standard for how players should behave in that sort of job. A good example would be how a Head of Security handles a situation. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career? Currently Tau Ceti, and much of the Spur, is undergoing a phoron shortage, leading to its own slew of issues. After a recent failed invasion from a rogue fleet of Sol ships, the Megacorporations in Tau Ceti have joined together into the Stellar Corporate Conglomerate. Their most recent endeavor together is the construction of the SCCV Horizon, their flagship project for scouting out regions with untapped phoron, as well as helping to find and establish areas for the TCFL and PMCG to operate from. Jeriko, an avid worker of Hephaestus Industries, finds himself changing from the venue of a rock in the middle of nowhere to a nice ship. With the integration of the corporations into the SCC, job opportunities within his field of work, Cargo and Mining, have changed around. In order to obtain a role such as Operations Manager, he'll need to become familiar with the operating structure of the SCC as a whole, as opposed to just Hephaestus. In addition, he'd have to brave the world as a free IPC, no longer under the protection of his previous private owner. What roles do you plan on playing after the application is accepted? Operations Manager Captain Corporate Liaison Consular Officer Have you familiarized yourself with the wiki pages for the command roles? Yes Characters you intend to use for command or have created for command. Include the job they will be taking.: Jeriko (Baseline IPC) - Operations Manager Viktoria Zhao (Dominian) - Captain Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Certainly Have you linked your byond account to the forums? Yes
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