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Captain Gecko

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  1. PART I - UNEXPECTED GUESTS *** The Little Biesellite's Encyclopedia Category: History Date: 12/02/2462 Article: The Battle of Corot The Battle of Corot (Also called the Corot-1155 Incident) is an event that unfolded on the 12th of February, 2462 CE, during which a space battle unfolded between five different sides, each with a small-sized fleet of its own. It is considered by Dominia to be one of the largest losses of naval ships in a single battle in recent history and seen by many abroad as an example of how complicated relations between Unathi pirate fleets can be. Observed by many specialists in space warfare, the Battle of Corot is often described as a "mess" where "any and all traces of even the most basic signs of military strategies were thrown out of the airlock" as one of the surviving members of the Zhao fleet that took part of the battle said(citation needed). In any case, between the high casualties on all sides (losses are only estimated as far as the pirate side goes), and losses in ships, the Battle of Corot is still one of the largest battles in recent... ...Corot-1155 is a system constituted by a single A-class star, three different asteroid belts orbiting it, as well as one noteworthy barren planetoid. While devoid of any noteworthy resources and riddled with electromagnetic storms preventing any large-scaled mining or even settling operation, Corot-1155 has been an extremely important system both to the Izweski Hegemony and the Empire of Dominia, being located just between the two nations' borders. It is considered by many to be a buffer zone, with both powers... Geospatial location of Corot-1155 ...The Fleets involved included multiple classes of ships, in considerable numbers. Their fleet composition were as followed: - Kazhkz Privateers (Dominia): Trasus' Vengeance - Mimba-Class Destroyer Black Hand - Mimba-Class Destroyer Yzidian the Mighty - Guzari-Class Destroyer Three Frigate-sized crafts Six Corvette-sized crafts - Zhao Fleet (Dominia): The Wall - Yastr-Class Cruiser Under the Blade - Treutduro-Class Destroyer Forged by Sorrow - Treutduro-Class Destroyer Ten Frigate-sized crafts Ten Corvette-sized crafts - 4th Fleet (Hegemony): ... *** Trasus' Vengeance - Kazhkz Destroyer Krarhal Kazhk stood before the armored window of the bridge, staring intently at the infinite madness of the Great Blue. Rumors within Unathi Pirate Fleets told that staring for too long into Bluespace would make one mad... Krarhal didn't believe in such stories, but he liked to imagine that he was defying some sorts of evil spirits beyond, just by looking into these strange waves. If anything, the old captain proved to be quite the daring one, perhaps what had Salak make him the captain of this venerable Destroyer, one that served his clan even before they had met the Empire. The voice of a Bridge Crew interrupted the Captain's train of thoughts, however. - "Speeds lowering, we're surfacing from Bluespace... Entering Realspace in three... Two... One..." He said in Azaziba, the only tongue Krarhal ever wanted to hear on his bridge. The waves of Bluespace vanished in an instant, soon enough replaced by a violent, blue flash... The Oldscales merely squinted, his eyes adapting to the brightness of quite a brutal electric storm, raging right above them. "Black Hand leaving Bluespace..." The Bridge Crew continued, "...Yzidian is following suit, the others will follow around twenty seconds... All systems nominal, so far." - "Good." The Captain merely said, turning around and going for his seat. "While we wait for the others, give us a sensor sweep, find the traitors, I want us to break them as soon as we can." two days ago the fleet of Kazhkz privateers received a message, through fax, no-less, one using expired codes, ones that predated the days of the Kazhkz-Han'san fleet landing Dominia. Usually, such messages would be ignored, but the fact that such codes belonged to the pre-Dominia fleet, coupled with its content, a challenge, an invitation for a battle to the death, only meant one thing... These were Revanchists, Hiskyn's Revanchists. - "Revanchist fleet spotted." Another Bridge Crew said, "Multiple signals, by that planetoid, Galactic North. They are burning towards us and will be in range of our weapons in around ninety seconds. There are also objects up there by the electric storm, slow-moving... Possibly stellar bodies orbiting the planetoid, or parasites on our sensors due to the magnetic perturbations of such a storm... In the advent that these are indeed rocks, we should pay attention to our surroundings, while slow, they are big and could hurt us real bad if we were to collide with one." the Captain nodded. - "Good." He said once again. "Let us hold our position until the rest of our fleet arrives. Relzrik, ready get the gunnery team to ready the weapons. Gra'lzek, holopad, now... I want to see the face of the traitor I'm about to execute today." *** Red Rage - Revanchist Cruiser The Holopad lit up as soon as it was pressed. A second later, the holographic image of an old Sinta was revealed. "Oh." He said, "Iari. It's been a while. You've grown into quite the man." He let out. Such words were met with an aggressive hiss. - "You... Krarhal... I should've known that they'd send the weakest after us." Iari Hiskyn bellowed, "Not that the rest of you traitorous lot are much of a threat either." - "Traitorous lot? As far as I know my crewmen and I still bear the name of our clan proudly. You left, you refused to follow your clan leaders, and you killed your brethren ever since. I only see one traitor here, and it is you." - "And what will you do, then, Krarhal? Beg me to come and land on your frozen world so that I can be judged by your Human handlers? I've heard that this is how they deal with their traitors in there, by begging them to come back." Chuckling echoed through the Red's bridge. Dominians were weak... They were Humans after all. They were nothing, no matter how geneboosted they could get, compared to the might of a Unathi- and not just any... Free Unathi, true pirates, not weaklings that would bend the knee to the first Empire they'd cross... Or so Iari told himself. - "No. No I won't. I am here to smite you, and your fleet, to make sure that your kin won't be spilling any more of my people's blood. I am merely contacting you to let you know that I thank you for your invitation... You spare us the waste of time of actually tracking you vermins down. Now then, let the best fleet w-" Krarhal's voice was interrupted by a stomp, Iari's foot nearly crushing the Holopad as he turned the damned thing off. - "FULL SPEED AHEAD! WE WILL SHOW THESE HUMAN-LOVING, SCALE-LESS CRETINS WHAT REAL PIRATES ARE LIKE!" And so they went, the sudden acceleration of the Red Rage pressing its captain against his seat. The Kazhkz had more ships, but smaller ones. While barely including any Corvettes or Frigates, the Hiskyn pocket fleet had twice as many destroyers, and of course, the Red Rage itself, a small cruiser, but a cruiser nonetheless, one that could eradicate anything as bug as the usual Destroyer with ease in frontal, direct combat... Oh and there will be plenty. Iari would not let this occasion go, he wouldn't make this just some victory, he would make this historical, a glorious fight of massive broadsides, beautiful formations, and of course, ramming. He would make this a tried and true, Unathi Battle, just like his father before him when he served the very same Clan he was about to fight. "They stabbed you in the back for daring to speak of the Revanchists." Iari mumbled, "... Well, I will break them in an honorable battle." His eyes locked on the shining dots that slowly came to view, the Red Rage's Captain stared at the Kazhkz fleet like a predator at his prey. Thoughts of blood, of justice, of honor flooded his mind. This was his first battle as a proper captain, and he will bring the head of Krahrak himself back to Fer'is... - "ENERGY SURGE, GALACTIC SOUTH! WE'RE BEING TARGET-" One of the Bridge Crew tried to warn, but not in time. A bright blue light flooded the Red's bridge for a few seconds, before vanishing... "That was..." - "Laser fire... X-Ray." Iari bellowed... "KEEP THE COURSE! BUT LOCATE THE SOURCE! WHOEVER DARED SHOOT AT US IN SUCH A MOMENT WILL KNOW MY FURY!" - "Captain... It came from... It's... It's Impossible..." *** Trasus' Vengeance - Kazhkz Destroyer - "Who did that?! Where did this come from?!" Krarhal growled, "I did not order any of our ships to fire! I will not tolerate any lack of discipline from my own men!" - "It wasn't one of us, Captain..." One of the Bridge Crew said, "It came from..." - "Look! The right by the Electric Storm!" Another one said, "Is that... A signal flare?" The Kazhkz Captain's eyes widened, he couldn't believe it. Between the blue of the storm, and the warm, orange light of a signal flare, the so-called signatures that floated in within the electromagnetic maelstrom became more and more pronounced... What all thought were mere asteroids suddenly became more... Angular... Artificial. And then... Lights turned on, engines spit flames of Blue... And they moved. Krarhal nearly stuttered, in sheer shock at what he just saw... - "These... Are SHIPS!" *** Notes:
  2. I have nothing against codification of expedition requirement, but finding proper codifications is my main issue... Unless it's more of a model than an actual hard-rule ICly. Personally, I have no issues setting up expeditions as a command member, but between my character and my actual experience playing Anomalist nonstop for two full years that's not a surprise, and I've seen, and even took part in a BUNCH of badly prepared expedition, and no one wants that. The skill thing IS very good, but I'd go even further and say skill and context over numbers. Obviously yes, members need to be first aid-trained (at the very least one of them) and EVA-trained. I however do not like the idea of having at least 4 members. I spend most of my rounds on lowpop, and it's not rare to not even get 4 on-duty, non-command crewmembers onboard. For instance, today's round wouldn't have had an expedition with such a number if not for the expedition being considered safe enough and Sezrak (me) allowing (asking) off-duty bridge crews to take part in it, and that left the Horizon near-empty, which is absolutely sucidal on any round that is not on extended (which is was in this instance). I guess that where I'm trying to get is that the "at least 4 crewmember" rule (assuming it's a hard rule) will probably prevent most expeditions from happening on lowpop, and I don't agree with that part. On another note, expeditions can vary in their objective. One can be about discovering an unknown site, another might be just about retrieving a specific item, yet another might be just about landing on a planet and checking if the atmosphere is breathable. The sites explored may be just an empty space station, or a hive-bot infested base. The mission, and site, will dictate the danger level of the mission. On some sites, four will never be enough, on others, it will be too much. I think might best exemple might be the Aurora's Spider Station away site. Back on the Aurora, one of the explorable away site was an abandonned Zeng-Hu station, nothing to crazy about it besides the fact that another player, then, could play an ABSOLUTELY giant spider/greimorian (I believe it was a ghost role? Not sure) that has all the rights in the world to smite you on the spot. At some point we had a good science team, generally the same, good players playing together at the same time. We got to know each other's skill well, and with one of us becoming RD we would generally start expeditions. Once we tried something, a "two-person recon expedition", a very short, small expedition to, as the name suggest, make a quick reckon of the area in order to better know how to prepare the bigger expedition that would follow later on. It was my character and another, and us two ended up in the Spider's lair, and we knew it, OOCly (and obviously AVOIDED METAGAMING of course). The Spider eventually cornered us, and through sheer robustness, some luck, low-level engineering and medical knowledge, we survived and made it back to the shuttle, not only fleeing in one piece but also bringing back documents and materials from the station, all of that in 15 minutes. Months later a local RD makes an expedition and comes with us on a TEN-SOULS LARGE expedition that took us right in there. Two returned on the station, one was left behind, the rest died. I guess the point is that numbers really have anything to do with how well an expedition can go. Hell, I've seen a couple of miners solo entire sites (don't do it though, unless we're on low-pop, leave the sites for people to explore in expeditions) and come back in one piece! To me what would work would have a sort of check-list of SKILLS required, with crewmembersbeing able to fill out multiple, then, adding extra crewmembers to be extra safe if the Horizon can spare the manpower, or if the site can already prove to not be safe-enough.
  3. While we'll most likely won't see another alien species anytime soon, or at least, not anything we'll ever get to play (current limit on alien species you know how it is), I do believe that there is definitely more alien civilisations and people out there. The Orion Spur hasn't been fully explored/isn't being fully monitored, and even then, it's only a tiny part of the Milky Way and we already have four indigenous spcies from there (not counting Vaurcae and Dionae since they are technically not from the Orion Spur originally). There's no way that the rest of the Galaxy holds no sentient life... Unless... Unless something lays out there, surrounding us, preventing us to go further. Not properly aliens, but the Sinta'Mador, as Haydizzle pointed out, are a thing. Less of an actually alien species and more like proto-Unathi... But they are more than mere lizard Neanderthals, these ones actually had a fully fledged civilisation, with cities, or at least temples, a proper faith, etcetera. As far as actual alien (not that I'm saying "alien" as in not any of the currently known sentient species) species, or traces of such, just like Diggey said, there's Xenoarcheology. Now, it's nothing properly canon, besides the field actually existing, but as your work is mostly roleplay, you may theorize that your finds may be from a pre-Glorsh Skrells, or pre-Alliance Humanity... Or perhaps these finds are much older, much more alien, coming from creatures that may already be extinct. I guess what I mean is that while there is no actial official, written lore about it, there is nothing preventing you from (and I'm tempted to say that you're encouraged to) thinking that there may have been or even may still be sentient alien beings that we haven't seen yet. Also aliens stumbling upon us are definitely a thing, since that's pretty much what happened with the Vaurcae and Dionae already. No matter what they are, there's probably going some tensions and incident at the very least. Every single first contact in Aurora went... Well, at least bad, at worst apocalyptic. Even if in the end we end up being on good terms, I doubt that we'll ever see a First Contact that doesn't go explosive. I believe that the barrier the Spur faces right now is interdimensional interactions. Bluespace is strange, and what lies beyond, perhaps much stronger, and much worse. Who knows what we'll find if we ever go too far...
  4. I agree as well with the idea of keeping the red-zone for cameras, but as far as sensors or even communications go? I'm not too sure about this, no.
  5. I'm not a balancing specialist, so I can't tell if it's a good or bad idea gameplay-wise... But ROLEPLAY-wise? This is GREAT! Hell, that might be enough to draw me back in playing antag much more again! To have that much freedom in choosing what to do also means that much freedom in setting up your gimmick, adapting to the crew, etcetera. Definitely a +1 from me.
  6. So long as we still keep some kind of way to choose a random game mode, or do as Boggle said, if you believe that this might draw more people to the game, then I'm all for it.
  7. Right then, how about at least lowering the limitations? My issues still stand about this part: Once again, it's horrendously hard to get a merchant round, and even if you get one, you better hope that there's at least people you can play with and not a 4-men skeleton crew. We are still having many ghost-roles to interact with, which are often played... Which is great! But the point is, one round you get TCFL visitors, on another you meet adhomaian refugees, an Orion express ship, or even Ex-Solarian forces. One of the great things about being on the Horizon is that, while only the merchant, events, and admeme fun could make add something "special" to the round. By now? We have potential to do so on nearly-every round... So why making the merchant so limited on the Horizon? Not only that but from what I got, merchants from the Merchant role have some kind of special agreement/permission with the Horizon, since they can practically freely dock with the ship, differenciating them from the average ghost-role chracters. It wouldn't be too far fetched to have merchants appear a little more, then, would it? I disagree. As I already said, the Horizon's crew has access to more options than back on the Aurora to defend themselves against threats. Even without the Security armory, even without engineering or science doing unpredictably robust stuff to assist the crew, we still have the crew armory, coming with weapons (which certainly are more decent than makeshift ones), armors, ammo, and even a god damn one-use rocket launcher of sorts. It isn't guaranteed that the merchant will even get the occasion to bring weapons to the Horizon, and most of the case, will have access average/mediocre guns (sidearms, bolt actions, things like that). While it is technically possible to buy something much more powerful, these generally cost 4/5k+ credits, meaning that with the current starting funds you'll be buying this and nothing less... At least as far as weapons go... And of course someone has to afford the gun once the merchant tries to sell it. I don't believe that merchants would make that much of a difference to the round's dynamic, or balance or whatever, at least on the Horizon. At LEAST if we're not removing the limit on playing merchants, could we at least lower it? Perhaps make it 1/3 - 1/2.5 rounds instead of 1/4.
  8. BYOND Key: Captain Gecko Discord Username: CNEGecko#9618 Character Name: Ankala Ahzi *** Item Name: "Unathi fleet flag" Item Function(s): Works like any flag. These are the one-tile-large ones. Item Description: "A flag bearing the easily recognizable inconography of Unathi fleets, this one depicting a Sinta slain by spears under an omniscient, uncaring eye." *** Item Name: "Unathi fleet banner" Item Function(s): Works like any banners. These are the two-tiles-large ones. Item Description: "A banner bearing the easily recognizable inconography of Unathi fleets, this one depicting a Sinta slain by spears under an omniscient, uncaring eye." *** Item Name: "Unathi fleet armband" Item Function(s): Works like any armband, equipped as an accessory on uniforms and suits, can be flipped. Item Description: "An armband bearing the easily recognizable inconography of Unathi fleets, this one depicting a Sinta slain by spears under an omniscient, uncaring eye." *** Why is your character bringing this item to work?: Ankala is a member of the Ahzi Unathi pirate fleet. These are the colors of the Ahzi fleet, and she both displays them with pride... And for utilitarian reasons. See, being a Unathi pirate doesn't prevent you from working in or with the SCC, most of the time (see the notes below each fleets, for instance)... Most of the time. A handful of fleets still are on hostile terms with the SCC for openly engaging with their assets. Considering that the Ahzi fleet hasn't done such a thing yet, however, openly displaying their their colors, showing to all her allegiance, Ankala shows to all that she is indeed part of a fleet that isn't in bad terms with the SCC (yet?) and thus is allowed to dock as a merchant, or even work on the Horizon as a representative of her fleet. While being openly a pirate might draw security's attention, with suspicions of smuggling and other illicit activities, she's still allowed to dock and trade, and that's what matters to her. Also, naturally she's a proud member of her fleet and loves bearing her fleet's colors, even if it was to draw trouble her way... She wouldn't have it any other way. How did your character obtain this item?: Being part of said fleet, she could easily get one of each, to bring with her in her workplace. What value does this item have to your character, and what story does it tell?: Naturally, this reminds her of her origins, of what her loyalty lies in... And of her duty. See the Ahzi fleet is, while a brutally efficient fleet, a relatively small one, hence why so little know of these illusive pirates... Due to their small size and quite unique way to handle their raids and boarding actions, the Ahzi cannot entierly sustain themselves from actual piracy, and thus, rely on a smaller caste within their fleet known as "transporters". Ankala is one of these, fortune traders (and possibly smugglers), who's task is to leave the fleet to find profitable trading partners, and make a profit, may it be in credits or other interesting resources, to bring back to the Fleet, which can be done through direct or "indirect" trading. These flags, this armband, are more than just a reminder of home, they are a reminder of her responsability. Such flags may also make her status much more open, roleplay wise. It already is, with records openly stating her nature, and Ankala never hiding her origins (why would she? Ahzi fleet isn't looking for trouble with corporations... So far). But most players don't actual realize her origins. Not only would these items make her more unique, but these would also tell her story a tad cmore clearly, visually too, without having her find an excuse to dump exposition on very customer she finds. Sprites: - Ahzi Armband.dmi - Ahzi Flags.dmi Additional Comments: None so far!
  9. Yes it's me with another mildly-rant-level kind of suggestion! So we still have the emergency pod ghost role, that's great. Issue is finding them now is a matter of luck, really. We just spend a round exploring two of the three bodies and found no one, meaning that whoever played the pod peeps on that round basically spent something like 3 hours alone. I love rescuing these pod players, but we really can't with how little info we're given. I think we should probably be given informations, else we generally tend to miss them, and in truth, as I've often seen, ignore them (since it now means moving the entire ship to explore things just in SEARCH for this pod, which may deny an expedition or a mining trip!) Let the announcement give us some coordinates, directions, or the name of the body they land on, something to guide us, please!
  10. I've been trying to play merchant recently, it's quite nice, I like it... When I can actually play it. The thing is you cannot play as a merchant whenever you want, on some rounds, there is a slot available, on some rounds, there is not. Firstly, I don't get why merchants are not allowed on every round. I assume that the reason is that we don't want people possibly trading weapons with the crew on every rounds, so that antags would have more of a chance. It might've made sense on the Aurora, but on the Horizon, even the crew gets an armory, if anything a merchant selling weapons is redundant. Worst case scenario, lower fundings for the merchant at round start for most rounds to prevent them from spending it all on guns. Secondly, that means that we get rounds where merchants can't even properly trade. The two rounds I got to play as a merchant were all low-pop, since I created my character two weeks ago, NEVER did I find a round with an over-20 souls crew where the merchant slot was open. There may have been a planned probability on when one could play merchant (I remember someone telling me it was 1 out of 4 rounds a while ago, not too sure about that), but in practice it's MUCH LOWER than that considering that you barely do actual merchant work on lowpop. Here's my proposal: Simply remove the limitations on playing Merchants, let the people play merchant on any round. Worst case scenario reduce fundings on rounds where they wouldn't have spawned.
  11. I agree. While I don't want vampires to feel forced to drain people to death, having stealth-vampires 99% of the time until they decide to go full antag at the last few minutes. a RNG-based forgiveness system could work, we could also have the Vampire being unable to tell if that guy has been affected or not mechanically speaking (and only having to rely on their victim's roleplay to know)... Or we could make it a very blood-hungry ability, meaning that the Vampire ends up being very limited in how much people they can drain.
  12. Agreed as well. On the science side, makes me think of a few anomalies that would be much more manageablewith a move like that. The Statuette for instance, is so hard to manage not because of the monsters and all, but because of the constant blood-drain, leaving you with something like a minute or two before you're too dumb to press a button, and be able effectively try to study/contain it. +1
  13. Okay I just thought of something else. Meals with the new Xenofauna meat. Could be anything... The only issue is that we would need these creatures to drop meat in the first place, I don' tink any of them do, besides the carps.
  14. As far as I went I never expeceted Psychs to actually do medical work, so I'm kind of surprised about that part. I wouldn't be pissed if a Psychologist simply didn't save my wounded character, but I've never really played medical, so what do I know. As far as I go, I don't know if you do it often, but seek medical records, and don't hesitate to go out of your way to contact people that might be in need, either from events during the shift, or from things you might've learned about their past (IE: by reading the records). Last time I saw Mobius in game he was just standing here in the medical lobby. I pass by an hour later, he's still there. Go out of your way to see who might need help, because there are, and you might get even more patients!
  15. Okay, this is NOT a shitpost... ROUNDMEAL. Maybe not EXACTLY Roundmeal; but basically something so god damn full of protein you literally cannot finish this alone unless you're actually starving. The idea is that this thing could be a favorite among explorers, miners, Xarcs and all who are going to be away for a while and will probably not have access to food and vendors.
  16. Putting aside the antag reasons, I don't like this, I think this doesn't make much sense. I can see why they wouldn't be mandatory on lower/lack of alerts, but why would they be disabled? It's basically a possible lifeline. You don't need to be on alert to have a workplace accident. You can very easily freeze yourself in the science server room, irradiate yourself in front of the supermatter, etc. And your best chance of survival might be someone picking up your vitals because you thought about setting them up prior to the incident. And yeah, these wouldn't be too common of an instance, but would the SCC take chances, lore-wise? Putting aside gameplay/antag reasons, which can be debated (I agree with Carver), setting-wise disabling sensors on any alert level makes no sense to me.
  17. Do they still serve the Sweet Burger(tm) with the white sauce and the bit of honey in it?
  18. Right so, after yet another grief I have decided on my end to try making an alternative. This is a Discord equivalent of the Manifest, it's goal being to be as easy to use and retain the original goal, all the while remaining as safe as possible against possible Griefs. The idea is that each player gets a role for each of their character (two characters max per player, safe for possible exceptions), in which they make a profile of their character to pin, then, make a section for each character they want to write on, giving opinions and the likes. Perhaps the main difference with the original manifest is that it is NOT updated monthly, and instead, can be tweaked and updated whenever you want. This also comes with it's own room to discuss the manifest and all OOCly, of course. All of this is mostly a prototype, and time will tell if it will work. Here's the link: https://discord.gg/V75CHhZQgB It's in no way officially endorsed by the staff, since it's closer to just a personal project, also.
  19. Ckey/BYOND Username: Captain Gecko Discord Name: CNEGecko#9618 Position Being Applied For: Spriter Past Experiences/Knowledge: I draw for fun, been doing so since I was 12. Other than that, I've been handling the Metal Crushers chirper channel for over a year now, and made a LOT of sprite work for it. Examples of Past Work: - All of my Metal Crushers work - Sezrak's custom items - WYVERN's custom shell - The science holotapes - Solarian Combat Drone A few other custom items for people that never ever made their apps anyways, and maybe some other contributions I can't remember... Additional Comments: I've been spriting for a while and only now did I think about applying for developer when I said I'd sprite flora and fauna for the coming exoplanets and all, and Matt told us to also apply as developpers so... Here I am.
  20. Oh nice. That's a cool explanation, I idn't really picture it this way. And yeah the elevator part I'm mostly messing around but... Hmm... I mean it's still a VERY small space for everyone's quarters, but it's better than nothing! I am satisfied now. My thirst for knowledge is quenched.
  21. You come into the round, the take the elevator. You leave the round, you take the elevator. When not on shift your character is in their little quarters it's great and all... BUT WHERE THE HELL ARE THE QUARTERS? Putting aside the fact that elevator is on deck 2, yet we don't see a continuation of it on Deck 3 or 1, where the hell even are the quarters? There's no sign of them anywhere on the on the ship! If you look at pictures of the Horizon from outside, it's clear that what we've got on the ship's map is ALL of the ship... Is this really an elevator? Or is this some kind of bio-construction machine deconstructing people and rebuilding them as the SCC sees fit? Perhaps it even is a Bluesapce rift sending us not to rooms, but to spaces allocated in pocket dimensions, just like with a Bag of holding... Big Corpo is hiding something from us! Ok more seriously though, putting memes aside, is it just game balance going over lore, which is fine, or is there really an explanation? I'm just curious.
  22. Oh yeah, I guess I'll ask for it too then...
  23. Taeko Mori is a good Bridge crew. Does his job well, engages well enough in his job and in the roleplay around it and all. Solid +1.
  24. I support this idea too!
  25. I remember complaining about this multiple times. Science teams get hit even harder since they generally don't come with any ranged weapons/tools (so no way to kill most creatures before they actually reach you) and come with a paper-thin void-suit with a 3-tile light. Most importantly, though, the largest issue was the increased lethality, not really due to the new fauna or site, but due to the fact that we can't get quick rescue. On the Aurora you were still on the same stellar object. You could still limp your way back to the airlock and get picked up there. Hell, a rescuer could still pick you up outside at times. Now you have to head back to your shuttle, fly back to the Horizon, dock, then get picked up, and try to not die on your way there. If the Horizon isn't literally above you, that whole process can take up to ten minutes at worse, two at best. Two is still more than enough to bleed out for instance. To this, add the fact that hauls are generally not worth it. Not counting this week since I'm on RD trial, but since April when the NBT dropped, I have found exactly 5 anomalies. I have taken part in dozens and dozens of round on the Horizon, and I got 5 anomalies. It's not rare, I've seen, for miners to arrive on rocks and find nothing the basic materials to make steel and nothing else. I get that the in-lore phoron scarcity is a thing, but we don't have a scarcity for other materials, do we? One solution would be indeed to upgrade our EVA workers' equipment. I've been working on the science end of that issue here, but Mining could definitely need some extra gear. Pest guns, for instance. Why not having an emergency tool to be sent back to the Horizon? Like a Fulton-Teleporter device, which has the miner be teleported back to the Aurora, once he stands on the mining pod's fulton-teleporter-pad, but turns comatose for a bit afterward, still giving them a chance to survive, and not changing the fact that the trip outside is failed (since the mining pod now remains down there without a pilot). Really there are a lot of solutions out there.
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