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Captain Gecko

Lore Writers
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Everything posted by Captain Gecko

  1. Honestly I'm okay so far with our antagonists, generally. If I had to mention a point of contention, as far as I go with a science main, is how you very quickly end up out of ideas of what to do with captured vamps and lings you put in your cells, but nothing that can't be fixed with good gimmicks and ingenious roleplay. I don't know what we'd have to change or remove if we'd somehow need to do that. Perhaps one of the main issue, if we really want to look for one, is that Aurora has been elvolving since it was first created, into the mostly RP experience it is today. Most of the antags we have were not made for HRP, but just balanced around the server's rules and player needs. That's not a big issue, but what could be even better would be antags with roleplay in mind from the get go, revolving around RP, and so on. I think the recent addition of psionics is a good instance of it, though still just a tool in a classic Antag's armory, some of these powers are just things purely revolving around mental influence. Of course that's a bit shaky, purely relying on other players' willingness to actually be fair and play along (most people do thankfully!) But worst case scenario we can learn as we go. Offship antags might be interesting too.
  2. I agree with the goofy side of hooks and peg legs. I've updated the OP to incorporate what some of you guys said.
  3. Smooth is good for fast games. It's good for CM, for TG, it's good for SS14 even... but it really doesn't feel right with Aurora. First I really, REALLY feel like we're actually slower, and not that it's just an impression. My Unathi cannot actually sprint as far as they used to, perhaps something to do with the stamina going down faster, I don't know how it works, but something has changed gameplay-wise. As far as the smoothness goes... Yeah as people said before, it's actually frustrating to play like this. I find this unbearable on my end, I feel super sluggish playing a lizard, and I can't imagine how G2s and Dionae must feel. Even if there are no actual changes in speed it just doesn't feel good.
  4. Currently, all prothetic limbs are robotics. That makes them all, I assume rather expensive, even the unbranded ones. I think it should make sense to have non-robotic options as far as prothetic limbs go, it could most likely fit characters that would somehow not want robotic limbs, would not have the funds to choose robotic limbs over cheaper options, and do not have the will nor the ability to get Dionae nymphs as an option. Thus I propose non-robotic limb options! These would be cheaper options, generally with drawbacks, though some would be craftable in rounds (helps when you need something quick and the Robotician isn't there.) Here's what I have in mind so far: - Non-robotic/mechanical prothetics: - For legs, feet, arms and/or hands. - Your standard non-robotic prothetic. It's purely mechanical, which means that it should not be knocked out by EMPs. Perhaps they could be made less effective than normal prosthetics to balance them however, perhaps just making them more fragile? - Running/Blade prothetics: - For legs AND feet. - Similar to the previous ones, just a different look. - Peg leg: - For feet. - An actual peg leg. It should slow down your walk speed. Also, it should be craftable! With just wood planks, steel sheets, and other materials... Plastic? Minable materials (phoron peg leg anyone???) and so on. Because it's a bit goofy, and unrealistic to barge at work with this, these would not be part of the prothetic selection in the character setup menu, the only way to get them would be through crafting. - Hook hand: - For hands. - An hook for your hands, yarrr! Renders your hand basically useless. You can no longer grab, carry, hold things in your hand, and so on. You do get to dish out some bonus slashing damages on attacks, though, much like a Unathi/Tajara's claws. Just like the peg legs, the only way to get them would be through crafting, you cannot spawn directly with these to avoid having John MacHook, Assistant (NT) spawn in every games to do a little bit of trolling.
  5. The Pool Holodeck scene happens to have two missing blocks.
  6. Alright! Well, we would like to see you expand some more on your character's backstory. How did he end up on the Horizon? Why? What kind of job would he even do and why also?
  7. Hello! Sorry for taking a little while to respond. I've got a few questions. 1) How old is Keth’ran? Or in what year was he born? You make it sound like he experienced the Contact War so I don't imagine him to be too young. 2) Is he leaning more on the Traditional side of things? Or is he more loyal to the Hegemony? 3) What faith is he following?
  8. The Research director's office has that weird, useless spot. Either fill it with the table by extending said table, or remove it. Also cannot properly access the locker, or the drawer, most likely due to ledges being wonky... But that's less of a mapping issue I imagine?
  9. OH HELL YEAH, METAL CRUSHERS! I can't wait to see that in the game, that's going to be siiiick! Make sure to include some kind of paper with instructions on how to actually build an exo, though, you don't want to end up with an antag that actually doesn't know what to do with all these parts!
  10. Captain Gecko

    Captain Ankala

    From the album: Gecko's Dump

    Ankala in her Captain days. Inspired by this image, because Kycilia might have been evil, she always looked super cool.

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  11. Captain Gecko

    Gecko's Dump

    Art by yours truly, SS13 related or not. Expect lizards.
  12. Lore Impact: Light? Species: General Short Description: Giving proper lore behind the infamous "Biohazard Levels" How will this be reflected on-station?: Crew, notably Medical, Science and perhaps even engineering, will have some kind system to refer to when handling Biohazard... Or just a tool for roleplay. Does this addition do anything not achieved by what already exists?: I believe so, yeah. I haven't seen such a thing anywhere else on the wiki; Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yep Long Description: Last non-canon Lii'dra attack event inspired me, especially with the announcement referring to them as a "Level 9 Biohazard." I felt like giving these Biohazard some proper lore, not only to make sense out of them, but also to flesh out Aurora's setting some more, and give players some more tools to roleplay. I do not know where in the Wiki this would fit, on another page, or as a page on its own, but I feel like it should be here, in our lore, no matter what. The lore app presents an Interstellar Biohazard Levels Index, which works much in the same way as the real life Richter Scale, or the Volcanic explosivity Index, to deduct how dangerous a Biohazard may be. This goes from the total absence of life (and thus of Biohazards) to theorical entities that can bring apocalypse on an interstellar scale (like Titan Diona forms.) Link: https://docs.google.com/document/d/1B5tG9e1CdSyb9mpjHMahBuo-ioRWj1Ul_JaaotJYucE/edit?usp=sharing PS: Yes I know I am a lore deputy, but I work on space lizards. Since this is technically out of my alley, I thought it would be more pertinent to actually go through the whole canon app route.
    That was pretty cool. I got burnt like 20 times, failed miserably at killing a downed, burning Lii'dra, fired a disfunctional weapon so hard I zapped my own skull out... But it was cool. More seriously, getting the time to set up defences and plan things out was smart, I feel like everyone got to play around (and not the issue of only command/security handling issues and the rest cowering in their departments), it had a thousand ways to be messed up and end up being a bummer, but by the Goddess and everything that is holy in the Spur, it was not! It was actually good! The fact that the Lii'dra had clear objectives, objectives that were then laid out to the crew, actually gave the battle a proper flow too and not just people randomly roaming around... All of this was just well done. This was definitely worth staying up to 1:30 am. I mean for now. We'll see how it goes tomorrow morning....
  13. I like them, but the issue is there doesn't seem to be a message telling you WHEN it ends. On my own eventually, I just had Sezrak use his prescribedd Minaphobin to get out of the emotional influence, so it made me think... Why not make it mechanical? By that I mean just adding a message to say when the effects of the psionic emotional influence ends. Then, consuming one of the following medication would prompt the end message right away: - Minaphobin - Corophenidate - Emoxanyl - Nerospectan - Neurapan - Neurostabin - Orastabin - Parvosil
  14. Hello! So spirituality is extremely important to Unathi, at least more with them than any other species in the Spur, however I don't think we get to know what Sathess' religions is... So which would it be? And why?
  15. I didn't even know he was on trial. Broadsword is great and I love him. Both RP-wise and as far as playing with goes.
  16. Legend. Thanks for your work!
  17. Yeah the auto-balance sucks, agreed. The pop-up idea is pretty cool though!
  18. What the title says. I got to play two Revolution rounds in the last two weeks, one with no loyalists and me as Head-rev, and one with no revolutionaries (at the start, withot some admins switching things around) as Head-loyalist. Both were more or less boring (though thankfully admins switching some roles in the second case helped), and the fact we don't have people on the other side playing along with the gimmick makes it extremely hard to... Well, make a gimmick work. It leads to underwhelming rounds, both for the non-antag looking to play along and for the antag themselves. So, here's what we can do: - If the game cannot have at least one rev and one loyalist, move to another game mode (the better option to me) - Have the game automatically take one of the antags and "auto-balance" the round, putting them in the other role.
  19. Got to meet Sefiya in-round. I can't say much about skills as a CMO, though I haven't witnessed anything bad really, but as far as roleplaying goes, it's definitely pleasant!
  20. Oh boy, I loved Zivic, and I didn't even get to interact with him that much! Anyways, let's focus on the lizard at hand! 1) Faith, that's very important to Unathi, and I don't see any mentions of it! Now considering his origins, I can probably get a good idea of what religion he's following, but beyond that what's his view on it? Is he very pious? Not at all? Something in-between? 2) What's Ks'aazi's opinion on Notzar? And of the current direction Moghes/The Hegemony is heading to (if he even cares that much about such things)
  21. No big issues with all of this beside the Consulars/Reps as people already said. They should NOT be in the bridge. A lot of the consul roleplay I had as a consular was with people spotting my flag and knocking at my door. By putting them in the bridge, the only way for these two to have proper roleplay with others is to actually summon people to their office, I can say for certain that it will never be done. It's too much effort and, aside from doing paperwork with others, it's much easier to discuss things in the bar lounge or whatever, then. This is also especially important since the Consulars are not even part of the crew technically, they don't have access to the bridge by themselves! I don't know about the rep but I assume it's more or less similar.
  22. Oh so that explains everything. Was confused about why some of these would turn off, or just not turn on at all when printed. I agree that should probably be reverted. I don't play miner but I used to main Xenoarch for over 2 years and this is a VERY bad idea. With the science voidsuit's pitiful 1-tile-long/3-tiles-wide helmet light, you NEED these lanterns with you, and your hands are already busy holding the tools you use to either dig or actually find the anomalies you're supposed to locate. And no, you can't just pull it from behind you, because that would negate the range advantage over your suit (since it would be one tile behind you) but you're busy pulling your field generator anyways too. I also don't know how long they last with power cells but you evidently don't want it to happen. With Xenoarch excursions lasting 30-90 minutes (yes it's wide, I know, that's my point) I can actually see this happen too. On another note, providing light sources to the crew is now even harder since instead of just printing a flashlight you need to: - Print a flashlight - Print a cell - Charge the cell This doesn't sound like much, but remember, if you're trying to get a flashlight to give you some light for, say, a situation where the powergrid is collapsing for one reason or another... Well, no, you can't really get it now because you'll need to charge the cell too. You'll probably have enough energy, or time, to charge a single flashlight and then that's over. I imagine that this makes playing Dionae even more dangerous in low-pop/low-power/low-light situations.
  23. Sounds interesting... Not that I really play much IPCs Unrelated to IPCs, but remember to touch on what requires Nanopaste and that's not an IPC in a game. Thinking of the Spectronometry machines in Xenoarcheology, letting us repair them with tools too, then.
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