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Everything posted by Captain Gecko
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Please yes, I approve. Sec borgs could be absolutely terrific, but the other ones are pretty much useless, not really in their lack of directly "dangerous" abilities, and more about the lack tools do do anything interesting. I mean, yeah, sure, a medbot can "fuck up" a surgery, an engiebot can disassemble stuff, etc. But it's always VERY limited by their module. Universal grippers would not only add flexibility and make it interesting for the traitor in question, it would make dealing with them a bit more engaging, as they could prove to be a much more unpredictable threat. +1
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
My joy is boundless and so is my hype. Also, thanks! -
In case of doubt, it's probably Bluespace.
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RnD Tech Tree Part 3: Xenoarchaeology Overhaul
Captain Gecko replied to Marlon P.'s topic in Archive
Interesting like the previous ones, and like the previous ones, I GOT QUESTIONS! - Alright, so firstly, we spawn with already extracted artifacts, which is good, because working outside, depending of where the closest site is, can be a bit long. But will there still be the possibility to find artifacts and anomalies outside, say, once we're done dealing with the first five? - Secondly, would the artifacts have the possibility to be anomalous? By this I mean artifacts taht exhibit unusual effects, kind of like we have right now when RNGeesus smiles or shits on us... Items that speak, containers that spawn liquids/gas, or even more violently anomalous finds like the infamous statuette or the Cult sword? Back in the Anomalist thread, you did say "An extraordinary artifact, which would have strange abilities and powers, would definitely be something the anomalist could play around with..." What do you envision as abilities and powers? Various effects akin to what we have now (with RNG choosing something among Funny atmospheric business, teleportations, EMPs, healing or harming waves, psionics, etc. etc.) or perhaps something different? - Thirdly, this goes pretty much hand-in-hand with the second question, I get that these artifacts that you describe are the smaller items that we generally get, currently, in most sites. Do you intend on having larger artifacts, something akin to what some of us call the "anomalies" (the big finds that you can only push and pull, and that generally work in a on/off way), even thought they might not nescessarily work the same as they do currently? - Lastly... Alright, this is not really a question, but while I appreciate like the idea of having a player species knowing about the find, and having said finds basically tied to the setting, I'm not extremely fond of including only playable species. Basically what NerdyVampire said. One of the good things with what we have currently is absolute freedom to interpret. It might seem dumb, but as you get more find, you might start to class them, even though said finds are all the fruits of RNG, you start putting things in this or that box, depending on the species, nation, etc. And then you'd have one, or more, categories of "unknown" species or even phenomena, and there you could go crazy. What if there is out there a species, a civilization, a culture, or even multiple, living stricly in Bluespace? What there were civilizations even before the current species? After all, when your spectronomical analysis tells you that your space death-engine is 2.6 billion years old (yes it's extremely rare but it happens), it can hardly be Human, Skrell, nor anyone else. I think we should, as Nerdy said, include a possibly "unknown" option among all of these species, this would allow us to keep a possibility to go all out on creativity and interpretation when the occasion presents itself... -
Likewise. While I would absolutely love this, the problem is that stuffing the entire library into the loadout system would probably be a tedious process if it even is possible... And who knows what it could break. Although, perhaps we could have an option to include a sort of personal book in the loadout? Like a journal, right? You add your own name to it, a description, and there we go... You could be able to write in it with a pen, in game too, That could work?
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
That explains everything, thanks for the info. That's a good question. One of my main concern is that, beyond the lore it would lead to big changes to people's characters! Hell, I know that some Unathi character are almost entirely based on their experience in the contact war! And here's the thing... Unless we REALLY have to, I'd generally avoid upsetting most players by messing up their characters backstory. But let's assume we're in a perfect setting where no one would mind this, or where no characters would magically never have to change due to lore changes. The first, dumb solution, would be to just move the contact war back, say, 10 years in the past. Simple, but also means a LOT of rewriting in a LOT of pages. I mean, any solution will lead to this, but this one changes way more than the others. After thinking a bit more about this, after responding to Boggle, and thought of a second, smarter way to do that. The Contact war isn't the problem, it's the point at which Unathi start leaving their system that's limiting. An idea would be to leave the Contact War itself untouched, but to change, instead, the date at which first contact is made. We would have to find reasons, ways to explain why the Contact war didn't start immediately, but I'm sure that this will work. Earlier first contact means earlier access to Interstellar travel, and by extent, Unathi spreading thorought the Spur earlier as well. This solution means that we can have Unathi that originate form various backgrounds without needing to be too young, without retconning so much about the characters that lived through the Contact war. A last solution would be have Hegemony develop some kind of primitive form of interstellar travel even before first contact... But... That would probably retcon a lot and break the fleet balance it has with its neigbhors, so I'm not too found on this one. -
Toward Adventure The date was August 21st, 2462. It was a warm summer night in Demolkos. Well, as warm as it could get on Moroz at least. The temperatures here would probably kill any Sinta that didn't dress properly in less than an hour. Still, it didn't discourage a small family of Unathi to dine outside. Moroz was a well developed world despite its chaotic origins, and Domelkos was a grand city, both in size and status, yet, right now, so late in the night, most of the city's lights were off, allowing the locals properly observe the stars from there, only adding more to the already quite scenic views that the ex-capital could offer. Domelkos' periphery was mostly filled with the residences of nobles and other well-off secondaries, and thus, this is where a family of Han'san lived... Well, the parents at least, the children had left long ago, as soon as they reached adulthood, naturally. Although, this day, the four of them were reunited for a very special occasion, one of their son was leaving. Not just the family's proximity, but the planet. Sezrak Han'san, son of Kar'sani and Selathis, his father and mother, respectively, and brother of Nazik, was the one in question. This family nightly dinner was as much a way to celebrate the cream-colored Sinta's new job, as a way to bid him farewell. The dinner itself went on, and by midnight, everyone by the table was sated. Nazik had to depart early, the Sinta was quite a busy one, between his work in the Imperial army, and his newborn daughters, he had plenty to handle. This left Sezrak alone with his mother, as Kar'sani simply stayed on the balcony. "And where is it exactly in Tau Ceti?" Selathis asked. Out of the two parents, Sezrak certainly looked more like his mother. More than that perhaps, he was practically a copy, if one was to put aside the horns, clear absence of feminine traits, and imposing frame he got from his father. "The Romanovich cloud, a region around the Tau Ceti system itself. The place is noteworthy for being rich in Phoron, and Space Carp nests... Nanotrasen has a research station around there, that's where they will send me. The theory, which I agree with, is that most if not all anomalies are somehow linked to bluespace... And, well, between the large deposits of phoron and high bluespace activity, let's say that this place could be a near endless trove of anomalous materials." Selathis cared little for the actual science, although she tried to follow, sometimes, out of respect for her son. "The station itself is basically in the same system as the Republic capital itself, Biesel. I've heard that it's quite the great place... I'll send you postcards." The two had moved to the kitchen, and started cleaning dishes and plates. "I've heard that Dominians weren't quite popular in there... Are you sure that things will be alright?" Her son only gave her a laugh at first. "I'm your son. And my father's. I may not be called Kezka, but I'm sure that I can take a little anonimosity. I proved this already, yes? Do not worry, mother." Sezrak paused, "Speaking of father, what is he doing? He's going to catch a cold out there." Selathis sighed, taking whatever piece of dinnerware her son was holding, finding that he was too slow. "He's upset." She answered, "You, leaving, it doesn't please him very much. I tried speaking with him about this, but you know how he is. Since they announced your transfer a week ago he's just been like this. It will pass eventually... Although you should see him. It will certainly calm him. Hopefully. Go." The Anomalist nodded and obeyed. He was counting on seeing his father anyways. Kar'sani was sat on a deckchait, one that they had moved from the house's solarium (the most Unathi room one could ever concieve) to the balcony, so that they could enjoy the night sky during the summer, when the temperature wasn't that rough. There, the old reptile laid, alone. "Father, you shouldn't stay here. The cold is going to take the few limbs you have left." Sezrak let out with a grin, something that the one-armed father answered to with a dismissive motion of his hand. "I have fought in the highest peaks, and trained in the lyods. I have had to hide and fight the best that Fisanduh had to offer while I wore practically nothing, nor carried any weapons. The temperature, tonight, feels just fine." The veteran bluntly said. Sezrak rolled his eyes, the oldscale took any opportunity to narrate his deeds and adventures... While it impressed him as a hatchling, by now it tended to get a tad tiresome, especially considering how dark said stories tended to get sometimes, may it be about raiding as a Han'san raider, or fighting Fisanduhans as a soldier alongside the near-sucidal men of the 16th Imperial regiment. Little did the son know that he would be doing exactly the same to his co-workers, as an anomalist, telling the tale of his finds and (mis)adventures... "Fine, but this is home, not a battlefied. I myself tend to prefer the comfort of temperatures AT LEAST over ten degrees celcius. What are you even doing here all alone?" Kar'sani didn't answer that. He simply motionned his son to come closer, and he obeyed, walking forward, and eventually, kneeling beside his brown-scaled father. There, wordlessly, he offered a (his only) hand, a dark little thing in there. "My lighter. One of, at least." He simply stated, "They handed us this thing when we enlisted in the 16th. You will keep it. Remember home with it." Sezrak nodded, silently grabbing the dark zippo, one of his finger running on the barely visible Dominian stantard on it. With a swift motion of his hand, he opened it and lit it up, a small reddish flame errupting from it. "Don't you want to keep it? You know, I won't forget about you out there... Plus this is a very... History-heavy piece, this is like a medal... I mean, surely you'd want to keep it-" Sezrak was interrupted. "I have another one." Kar'sani said, showing a second black lighter, although this one clearly showed signs of damage... It would be a miracle if this thing could even be turned on... But Sezrak knew who it used to belong to, he also knew that his father would never let go of this one. Kezka's. Perhaps the only thing they had left of him. "I understand." Sezrak simply said, turning his new lighter off and stuffing it down one of the pockets of his usual red coat. "Thank you, then." Kar'sani silently nodded, before making another motion of his hand. "Go then. You shouldn't last too long. I've heard that your shuttle is to leave early in the morning tomorrow. I expect my son to be in good shape, and look respectable when arrives in what is perhaps one of the most prestigious world the Spur can offer." The Anomalist nodded. It was his turn to remain silent for a little while, as he followed his father's words. "And Sezrak." He stopped, and stared at his father, "I love you. Please be careful. I cant take you or Nazik taking such dangerous paths... But I would rather not mourn another son." "Naturally." Sezrak simply answered, and walked away. Next stop, tomorrow: Tau Ceti, anomalies, asteroid-dust, cosmic horrors... And adventure.
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I'm back, with more custom items! I only recently found where the custom items were stored! And I found out that we can have multiple custom items? So here we go... Not one, but TWO custom items! You'll tell me about it. *** *** *** Byond key: Captain Gecko Discord key: CNEGecko#9618 Character Name: Sezrak Han'san *** *** *** Item name: "red Han'san cape" Item function(s): This is just a cape. It can be worn on the suit slot, or put on suits and uniforms as an accessory, like any other capes in Aurorastation. Item description: "This is a cape loosely based on the style of Dominian nobility, the latest fashion across Dominian space, although it doesn't feature any of the colors belonging to the Great Houses, and doesn't bear the symbolism of the ones worn by Tribunalist priests. The left shoulder-side bears the standards of the Han'san clan-house with a small, discreet symbol of gilded colors, instead of the usual Green used for this house." Why is your character bringing this item to work?: It is part of Sezrak's attire. While he doesn't always tend to wear it, Sezrak always has a cape on him, just like any Dominian noble does. He generally puts it on his void suit when heading outside at work, so that he can be easily recognized, or keeps it for important events, or Dominian-related ones, like a local Tribunal priest organizing something on the station. How did your character obtain this item: During Giving Day/Christmas of 2462, Sezrak was gifted a cape by Kar'skalzi Bollu. This cape was bearing the Kazhkz colors, but the Han'san standards! Sezrak himself kept the cape, but decided to keep on modifying it over time... Something that other players could follow over time if they ever felt curious about this (with the Kazhkz colors being slowly removed, eventually having the cape's sprite switched from the orange Kazhkz one to the gilded "neutral" one, and the flavor text slowly changing over time...) By now, Sezrak would've completed his cape, as he just kept on continuing his additions and modifications on it from time to time, since it has almost been a year since he got that cape. sezrak_cape.dmi *** *** *** Item name: "red Domelkoan Coat" Item function(s): A warm coat, just like the winter one, except it doesn't feature a hood! To wear on the suit slot, obviously. Item description: "A warm coat made in Domelkos. This red coat is stuffed with yupmi fur and made out of reinforced cloth-like synthetic materials, both to keep the wearer warm in the cold winters of Moroz, and to resist all but the rougher treatments... All the while remaining good-looking enough. Both shoulders on this coat feature the standard of the Han'san clan-house, presented in a gilded color." Why is your character bringing this item to work?: Once again, it is part of his outfit. Sezrak has the usual red winter coat up to now, but a slight change of style is needed. Beyond making a character I've been nearly only playing for well over a year look more unique, Sezrak himself has some reasons to bring this to work indeed. As a Unathi, Sezrak needs to wear some extra layers of clothes to not feel uncomfortably cold on station, that means even when handling dangerous anomalies and such. The problem is that the normal red winter coat looks... Heavy. It's large at least, for sure. Thus, Sezrak needed something that would risk limiting his moves a little less. How did your character obtain this item: Sezrak spent most of his life, and (when not in Tau-Ceti) lives in Domelkos. Naturally, his wardrobe is mostly compromised of made-in-Domelkos attires. He probably just took a few of these coats with him to Tau Ceti after a recent trip to Dominia. What value does this item have to your character, and what story does it tell?: As stated earlier, Sezrak loves red. The gilded Han'san standard has been explained too, and so was his materialistic nature. sezrak_coat.dmi *** *** *** What value does this item have to your character, and what story does it tell?: I will answer for both items here. Sezrak is highly materialistic. This is one of the reasons why he does his job, as he gives a lot of importance to these ancient items he extracts from the rock, full of history, and, to his eyes, value (beyond monetary). This materialistic nature expands to what he owns, and what he wears. The coat, the beret, the lighter, all of these items have a history, and this time, a history he plays a part in by owning and using them, all of these items are extremely important to him, and so is his cape... Especially considering that he even weaved most of the cape too by now. Depending of what goes on in the future (especially with the NBT's new uniform rules), he may wear it for certain situations, as described above, or way more often. The cape itself does feature symbolism on its own as well: - The Red color is so far the colors I've been mostly associating with Sezrak, with even he himself being pretty much drawn to it, beyond just calling it his favorite color and complimenting others who generally wear/use red-colored items (although that last thing is partly a meme, as the red winter coat is rather popular, and Sezrak ends up wearing the same coat as a bunch of other crewmembers). - The Han'san symbol, replacing any trace of Kazhzkz symbolism reflects Sezrak's tastes about the afformentioned house on the cape. Sezrak isn't fond of the Kazhkz clan, a feeling mostly originating from the nearly-traditional rivality between the two Unathi clan. Wearing anything related to the Kazhkz would probably feel a tad humiliating to him... - The Han'san symbolism itself being gilded* and not of the usual green color we've seen attributed to it. Sezrak's immediate family is not incredibly loyal to the Han'san clan. Kar'sani's (Sezrak's father) choice to join the Han'san raiders was made because he had next to no other choices beyond become a Guwan and abandonning his family in a possibly hostile environment (Sezrak family lore, I wouldn't spoil, nor bore you with it, unless you ask for it of course). Put simply: while, out of honor, Sezrak and his family would never betray their clan, they made it clear that they weren't too onboard with the raider way of life. Ever since they landed on Moroz, things calmed down, but Sezrak is still more loyal to his immediate family than to the rest of his Clan. And thus, he chose to not bear the actual Han'san colors, even though his cape does feature the standard at least. *Do note that it is "gilded" material, but not actual gold. Probably some cheap imitation sold in random shops. Sprites: Obviously, the cape is just a reskin of the usual Dominian cape. For the Domelkoan coat, I actually used the high visibly jacket as a base! Mostly to get an idea of where the sleeves and torso is, etc. Up there are DMI files for each sprites. I'll also include below a file that includes both in a single DMI, if it makes things easier to implement. sezrak_coat_cape.dmi Additional comments: As stated above, I didn't even know we could have multiple custom items! Well here I am now! Some people play a couple of characters, some play dozens... I prefer to simply keep a single character. I have been playing Sezrak and Sezrak only since I've had the Unathi whitelist over a year ago (ok, alright, not just Sezrak, there has been a handful of exception actually... But this is like a few among hundreds of games). Anyways, I've been playing Sezrak, and hope I'll be keep on playing Sezrak for longer, right now. Thus, for a character I've been playing for so long and will keep on playing more, I think it's only right to make him look a bit more unique. PS: Look, Haydizzle! NOT a lighter! I did it!
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
Ow, slow response from me, sorry! Anyways... (Once again, the forum is being all annoying with me, I can't find any kind of symbol or word I could've put in my message that just causes the forum to die when I press "submit", so here it is in picture file.) -
+1 Would be good if Unathi players could get the choice to use or not their lizard strength to break out of the cuffs fast or not. Roaring like a steroid-infused oversized iguana as you break through your binds is fun, but it's also not very discreet.
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That explains some more things, then, thanks. One last thing, also... While you count on having Xenoarch and Anomalist as separate jobs (which I highly approve of), do you count on having workers in these jobs being able to do the other's job? IE if the nescessity arises an Anomalist going out to pull out anomalies/artifacts from the ground, and/or Xenoarchs investigating rifts? Also, having these jobs being 1 slot is... I think that's a little small. I don't know about the NBT map, but as far as the NSS Aurora goes, the Xenoarcheology airlock contains 3 voidsuit (and 2 other older "excavation suits" near the maintenance airlock right under the atrium). I don't expect to see 5 of them, but perhaps raising the job slot to two might be a tad better. These jobs can be a bit lonely sometimes, especially when taking into account that going out and doing, well, the job, can sometime last more than an hour depending of the site (don't know how long the system you envision could take, but I assume that it won't be a five minute affair!) Leaving the possibility of having a second Anomalist and/or Xenoarch would be for the better... This, and, well, considering how hazardous the jobs are, it's generally safer to have someone by your side to pick you up if you get zapped by an ancient alien engine of death or something.
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That sounds great! But I've always thought that the anomalist's job was... Well, to analyze anomalies, the things that Xenoarchs pull off, plus investingating antag-related abnormal business, IE Technomancer or revenant stuff. Also, from what I've got, what we harvest then is mostly materials, making the Anomalist just a miner with extra dangers, or items that provide "research boosts" which right now are not really needed, because you can just set up a handful of Tech Processors in RnD faster than the Anomalist can gear up and reach level 6-8 in all fields in a matter of minutes. I'm not against implementing this, but it should be of an alternate activity Anomalists could engage in rather than a full replacement, because I feel like this would only make the Anomalist even more useless than it already is.
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Don't worry, I'm certainly not going to feel serious, let alone obligated about doing an Aurora-scalie themed Rimworld walkthrough! But once I get the time, I'll do it, because I want to. There WILL be even more mods too, and I'm going to see if I can actually make a mod/tweak the (epic) anthro race mod to really get actual Unathi/Tajaras, maybe add other Xenos too... Also ideologies for some extra Dominian robot-purging hopefully.
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Turned out to be a lot of work, and I... Badly recorded everything, which isn't grate for telling the tale. Plus between College and all... I did not give up, however, and with the game being updated and that Ideology updated, I'm probably going to retry it, soon, hopefully.
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Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
PS: I'm sending the response as a picture file, because for some reason, I can't send the response directly. I've been looking for what could've been messing everything up and cause an "internal server error" for an hour and a half, and, still couldn't make it work, so I'm just sending it like this. -
Gecko's underwhelming lizardeputy app
Captain Gecko replied to Captain Gecko's topic in Developer Applications Archives
1. Hypothetically, let's say you have complete and unfettered access to take lore in any direction you want. What would you do? I am mostly satisfied with Unathi lore right now, in truth, perhaps that one of the reason why i'm putting up this app, because I like the lore, beyond just my love for anything lizard. I guess I'd just... Ask the playerbase what they are interested in seeing. If taking into account the playerbase is not included in "unfettered", and you guys really want me to change something... Right now, without thinking much, I'd say I'd tweak things a bit as far as the Dominian Lizard lore goes. Give the Han'sans their own section back, all the while aknowledging that they still lost much influence after their defeat against Fisanduh, give them a bit of the place they had before the lore, namely assisting the fight against Fisanduh, and earning their place amongst Dominian Nobility, instead of just getting it through some deal, I always thought that this part of the rework was quite underwhelming... 2. What do you not enjoy about Unathi Lore? How would you remedy this? I feel like Unathi sort of lack ties to Tau Ceti. Tau Ceti is not just the heart of the Spur, it's where the game literally takes place. Take the Tajaras for instance, they have D6, the Vaurca literally have entire slums of them too. I feel like it would be nice to add some Unathi influence to Tau Ceti, something small but that would still add more to the Unathi side of the lore all the while contributing to the universal/all-inclusive-ish nature of Tau Ceti. There are already Unathi communities, but they are mostly related to niche parts of the species, like the Aut'ahk. Add a famous embassy, a Kataphract garrison that was allowed there after the events of King of the World, anything could do really. I guess we could use some more Unathi history. While everything post contact is EXTREMELY thorough, anything before that is... I mean it's good, but it's just... Short. Knowing about Unathi "ancient" history in more details could be quite interesting, not just because I myself would really like to know, but because this could help us get an even better understanding of their culture, add some more flavor and richness to our lizard characters, and just being... Well an interested read. 3. How do you feel about inter-species coordination? If it wasn't clear already, beyond being a scaly enthusiast, I am also a Dominiaboo, so obviously I think that inter-species coordination is great. Beyond just allowing things like Dominia to exist, it's almost nescessary if you want a living, breathing setting, and not just a bunch of isolated, unrelated blocks of lore next to each other. 4. Do you understand that the Lore Team sometimes has team projects, and that you may be expected to contribute to such? Yeh. ...Do you see yourself having issues with working on non-Unathi lore? I'm not unwilling to work on them, but in truth, it depends of the lore and my knowledge of it. I don't dislike any of the species really, but obviously I don't know as much about the Vaurca as I know about the liz-loz people. It's less about me wanting to do it or no, and more about me knowing enough about the lore of this or that species/element to begin with. I'd still try to do my best of course. Humans? Yeah sure, no problem... Tajaras? Uuuhh... Sure, just don't ask me to write an entire article for them alone, because I'm probably going to commit multiple heresy against them, I bet. -
Ckey/BYOND Username: Captain Gecko Position Being Applied For: Deputy Lore developer Have you read the Lore Team Rules and Regulations wiki page?: Yeh Past Experiences/Knowledge: On Aurora? No experience in actually working on the lore in a more official way, but I've been discussing it from time to time like many other player. Mostly interested about Unathi and Dominia lore. The few contributions I've done for Aurora was generally sprite-related (science holotapes for instance). I've been playing the game for over a year now, mostly (I actually played a bit back on the Exodus but didn't do much then), and got quite interested in lore, followed it closely, or rather, as closely as I could. Examples of Past Work: Nothing too official beside the spriting work, like the science holotape of assisting with the new Prejoroub armor. More or less lore-wise, I handle the Metal Crushers!™ Chirper account on the Aurora Relay discord, where I post when I have the time... Just an inconsequential addition to the setting, yes? No actual official lore, but something some players already have made references to! Additional Comments: You may have noticed that I said like a couple of times "when I have the time", that's because I get often busy, right now, with college and all. This is why I'd like a role as a Deputy, it would allow me to contribute to Aurora's lore without having too many responsabilities/tasks/deadlines... I'm still aware that there ARE some deadlines and tasks and such, and I'll do my best to fulfill them, of course. 1) "Write a wiki page addition! This is a novel piece of unathi lore of your own design, and written in the same way the other pages are. You can expand on an existing page or write a new one. Of course, this is a draft, so don't worry about HTML syntax and minor mistakes." Notable Unathi Pirates and Pirate Fleets Although Unathi were only recently introduced to faster-than-light travel, and the society in the Spur as a whole, they did not fail to gain a reputation for being a species with a certain propensity for interstellar piracy. No matter how much this reputation may be based on truths or clichés, in just a few decades, a handful of notable pirates and fleets managed to get infamous enough to be known throughout the entire Spur. 1. Izharshan's Raiders Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less... Guarded areas. Yet, Iklex Izharshan and his raiders chose to do so, to remain and defy the Hegemon himself... Or at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izaharshan's Raiders is perhaps the largest and most resourceful pirate fleet out there, without counting the Grim Compact. Originally founded by Iklex Izarshan in 2439 (before the bombs fell), a young and cunning noble who, after being disgraced, chose to take to the stars as criminals rather than to the sands as a Guwandi, the Raiders are actually more than just a clan. Many names serve Izharshan, under which one could find a small fleet or a single shuttle. Each clan and their ship are allowed to do piracy at their own discretion, but, are expected to obey the Izarshan clan, and their leader himself if an order is given. It is assumed that the Izarshan clan have a way to keep all of these different pirates at their orders, but none know what it is exactly, the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans to allow them to maintain their ships... In any case, the sheer flexibility and size of Izharshan's nebulous pirate kingdom have proven to be quite the thorn in the Hegemon's side. If it wasn't enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes to Guwans and other criminals escaping from society. Stream is only bolstered by the very liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas all faiths to join, granted that they do not cause trouble. Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship's warp drive malfunctioned when his captain to push it too hard, causing the whole spacecraft to implode. It is his older brother, Alkhas, who took over, then, and has been ruling over his clan, and the rest of the Raiders ever since, from his own spacecraft, admiral ship of the united Izharshan raiders: the Black Torrent. Under his rule, the Raiders managed to grow enough to become the famous force they are now. There have been several incidents involving PRA fleets near Tajara space as well in recent years, as the Raiders have slowly started to expand, even beyond Hegemony Space. 2. The Grim Compact The Grim Compact, or simply the Compact, is a feudal organization of Unathi pirates frequently based in the Kaziti star system. Their primary headquarters is the Malefaction space station, a converted former space prison. It orbits the small moon of Ha’zana, which is a habitable planet with a population of around one hundred thousand. The Compact is a diarchy, which means it is ruled by two Pirate Lords. The current rulers are the Dread-Lord Tizma, and Dread-Lady Yizilna. These two have a complicated relationship, frequently shifting between passionate lovers and merciless, cutthroat enemies in a rivalry that is a constant source of drama within the group. More information here. (Queue link to the Comapct's page) 3. The Pink Fleet Albeit quite small on Unathi Pirate fleet standards, the Pink Fleet, led by a Sinta only known as "The Kazu", is known for two things: their dubious choices in colors for their ships and outfit and their unusual targets. The Pink Fleet's main targets are not merchant ships full of valuable, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships, and kidnap scientists, mainly. The Kazu Clan is what some call "Tech-raiders". Rumor says that the Kazu himself believes it is the quickest path to rebuild Moghes and that, by the time he'll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. The Pink fleet mainly operates North of Izewsky space, choosing to target Skrell crafts in the Southern frontier of Jargon Federation space, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering Republic of Biesel and Elyran territories. Their area of operation had been dubbed by many sailors "the Pink Triangle", due to its shape, between Federation, Human, and the Hegemony space. Despite their small numbers, the Pink Fleet is perhaps one of the most dangerous pirate fleets out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Jargon corvettes, to get as close to their targets as possible, before either boarding them, generally without even being detected or obliterating it in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. The Kazu's own spacecraft, the Indigo Blue corvette (which is actually coated pink, despite the name), is a marvel of technology, stolen straight from a secret Zavodskoi installation located deep in neutral space, equipped with Stealth technology, electronic warfare modules, Bluespace Interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Note: Due to their actions against Corporate assets, members of the Pink Fleet are considered OUTLAWS by the Tau Ceti Republic government. 4. The Hiskyn Revanchists Before reaching Moroz, and joining the Empire of Dominia, the Kazhkz and Han'san clans made fierce pirates and raiders... And by the time the occasion to join the Empire came, some refused, wanting to stick to the pirate life instead. Story says that a short battle ensued in the heart of the Unathi fleet and that the "true pirates" as they called themselves were defeated and forced to flee. Years later, however, the survivors still exist, and roam Dominian space and its surroundings, attacking both Human and Unathi Imperial crafts. Although they do target weaker, cargo spaceships, in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts, especially if they are manned by Kazhkz or Han'san Sintas, as their leader, an old female known as Fer'is Hiskyn, once Fer'is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once united pirate fleet chose to join the Empire. It is said that, to exact her vengeance, Fer'is Hiskyn is ready to do absolutely anything, from supporting the fight for Fisanduhan independence or helping the Synthetic cause (reluctantly, as the Revanchists are still mainly of Sk'akh faith), to hunting down Dominian Sintas who strayed away from Imperial space. Their Admiral ship, commandeered by Fer'is herself, is the Mighty Siro, an old oversized cargo ship converted into a raiding craft, allowing it to carry hundred of Unathi raiders and boarders while maintaining a good enough firepower to allow it to fend off corvette-sized spacecraft by itself, and some newly found armor after some dubious upgrades. 5. The Ta'rass Conglomerate The mysterious Ta'rass Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the spur. Alas, the Conglomerate is a real thing. Also called the living-dead fleet, the Ta'rass ships are just that, in appearance, ruined spacecraft, that somehow manage to sail and fight despite their state. These ships do not move by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raider and Dionae gestalts. Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Diona forms comparable to Echions and Trireme-sized forms spread through the entire hull of once fully-functional ships. In what is almost like a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship, and tend to the health of their Diona "friends". In exchange, the mere presence of these gestalts thorough the entire ship provides a nigh-impenetrable armor against most weapons used in the frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi Crewmen ensure that the warp drives, of all things, remain functional, steer the crafts themselves, and do most of the boarding work, while the gestalts latch on their victim's ships, said ships generally ending up joining the Conglomerate. Their leader is Tarskin Ta'rass, a once-famous Botanist who had been evicted from the Skalamar University Of Medicine because of experiments deemed too unethical. His ship, Greenhump, is actually an assembly of different spacecrafts, held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Ta'rass Conglomerate are known to have acted through a wide area, from the South-Western border of the Jargon Federation to Light's Edge.
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I have a better idea... ABOLISH JOB LIMITS, LET US HAVE DOZENS OF INVESTIGATORS, HUNDREDS OF THEM, EVEN! REVOLT, REVOLUTION, SHUT DOWN THE CORPORATE JOB REGULATIONS!! But more seriously, I'm mostly against it too. Basically, what ColonelOrion and Carver said just above. If this is really that much of a problem, why not just adding more "job-slots" (or whatever they're called)? The problem happens on high-pop rounds, right? So, maybe instead of finding limitation for something can't even agree on calling "malicious" or something (I don't think there's such a thing as job hogging either), we could just add more? More jobs, more fun, I don't know, just something else that limitation that will mess up the fun for at least one player. After all, if it's a "too much population" problem, why not making the game more fit for the growing population and simply adding more room for all of these people... Hell, why not even more jobs? Things like re-adding the Forensic Technician? Serparating some job-titles into different jobs too (like making Xenoarchs/Anomalists an actual job instead of a job slot for regular scientists). And, well, if we don't want four detectives in a lowpop round, why not adding a system that adapts to the population? Say we have thresholds of "Lowpop", "midpop", and "highpop" based on how many peoples are online right now (not nescessarily playing on the station), and depending on what threshold we are, we can get more or less extra job-slots aviable. We've got tons of possibilities, and I think just adding some limitation like this would be one of the worst decisions we could take, considering the other option.
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I'll add my bit too... I don't mind changes in sprites, but these new consoles (walls and big-computer-like-ones) are just... Not right. Unless we get something else that somehow looks better than what we have today, don't change it, please. Worst case scenario, just replace the "N" with a star on some of these sprites and that's it, don't bother making something new if it isn't better. And I don't mean to sound harsh, right? I may not agree with design choices from Kyres' work, but as far as things go technically speaking, they are talented, they do good sprites, that's undeniable... But let's change things when we need to, and when we have better option, not just for the sake of replacing everything like a fresh coat of paint because we'd need something new. Plus, we have way more aged sprites that we should focus on, seriously, these consoles are not a priority, if we're talking about sprites that need changing... TL:DR : I agree with Desven and his essay and you should read it - these new console sprites are not good enough - don't change them now.
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Alright so, several things on the roles... I... Don't mind this idea that much? I mean I like the concept of SCC, the idea of varied corporations being there working together than just NT inviting others to take part in their own work... So long as it's implemented well through IC news and new stuff in lore, I could go with it... I... DON'T know how you will implement this well, but that's probably why I'm not a lore dev. Still, though, for the proposition so far... Zavod Engies, first. I don't mind Zavod getting a subsidiary, but why removing them from medical? You'd think that a company specializing in WEAPONS would HAVE to know a bit about the bodies their contraptions are to incapacitate/kill and have people trained to study and/or heal them in case of incidents. Also, yes, Heph being the only one in Cargo makes not much sense, both gameplay-wise, and lore-wise. Gameplay-wise, because it seems a bit harsh to have an entire department limited to a single corporation, and lore-wise because Nanotrasen, which as far as I know, is "the most powerful business-empire in the known galaxy" thanks to Phoron exploitation in the first place. Also, what about the idependant "faction"? Will it still be there? Do the uniform limitations also apply to them? And, well, speaking about uniforms. I too am not a fan of such limitations, even though I guess it makes sense... Although I feel kind of bad about it since there are just so many loadout options like I seriously feel like Aurora might be THE server with the most loadout option in my limited experience. I guess it's less about the lore or anything and more about the playerbase itself. We've got really inspired players out there, and this combined with the degree of customization that Aurorastation allows leads to some really unique characters being created. If it's just to avoid the more egregious kind of loadout, the ones that don't make sense for this or that job, we can just in-loadout restrictions like we already have right now, with for instance the alt-toolbelt being limited to a handful of jobs only. And how much would things go to be limited anyways? Does this apply to truly ALL roles? What about the sort of "external crew" roles like visitors or envoys/consular? Also, will be these regulations exactly? Will contractors be forced to wear a PRECISE kind of loadout? Or instead, have to choose from a jumpsuit selection from your company and be allowed to wear a hat, accessory, jacket/overwear you want along with it? Or is it just something simple like some sort of armband or another accessory to point out your job/company?
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My hype now knows no bounds. Also, that lounge deck looks fantastic. I love it when we can see what's below, using the Z levels for some nice effect (and perhaps some gameplay opportunities). Always been a tad disapointing that such views are so rare on the current station (I can pretty much think of the medbay's second floor only), and glad to see we'll have more of it!
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unathi [ACCEPTED] Desven flicks his tongue
Captain Gecko replied to Desven's topic in Whitelist Applications Archives
+1 Please someone give this man a WL, he's a good players and we really, REALLY need more dominian lizards. -
A silly idea of mine, but a potentially funny one... Rimworld, but with three lizard boys from the Aurora, let's see how bad it gets... Game details: Our protagonists (and their stuff) PROLOGUE
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I don't draw often, somehow. But here are some pieces. Annihilator-ANH-CHN-Chan herself: Han'san, the one and only: Other SS13 characters: Other stuff: