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AmoryBlaine

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Everything posted by AmoryBlaine

  1. What is the function of the office if not face to face socializing. So by your standard, it's okay for them to meet in the bar- both of them leaving their assigned areas- but not okay for them to meet in one of their offices.
  2. What's justifiable reason to be in a department? You don't want Officers talking to each other within their assigned departments? You only want them in these areas specifically after having received a warrant with access? The station is small. No matter what you do, you cannot stop Security from getting where they need to go with this change, nor before. The opposite to this is what happened with Maint change, the area is now a dead zone used by hardly anyone outside specific reasons, briefly. for all intents and purposes the area may as well not exist. As it stands, this is a terrible change. Security has been buffed massively, any attempt to dampen this only serves as a temporary solution, as people readjust again. What can be taken away from this- aside from Sec being "easier" to access by other departments in a sense of "I don't like having to move from my chair, thank you for putting the officer nearer to me."- is that we should maybe restructure departments so they don't need Security in "their" Departments. Remap things in a way that merges most departments in order to better facilitate the praised "interaction" between Departments and Sec, with Departments and Departments. Place Security offices throughout these merged departments. Make better use of our multi-levels. Then, yes. Departmental Sec in a sense of strategically placed offices and officers makes sense. A lot more than placing them in every department, and having every department exist in a very small circle where it's fast for Security to move between each seperate department, but far enough apart as to not encourage other Depts to interact with each other.
  3. Nah, it's to be red now. Or maybe something entitely different in order to better reflect the new sub-roles of IT and Curator. Like I said about the jackets, not really in line. A green would be better. Green jacket, suit jackets of their own, and labcoats is fair enough, in my opinion. Could add a badge in there as well. Holo, I mean. If really wanted badly I'll put the red back in since it's fairly unique and stands out. I just don't want Christmas colours.
  4. The issue with their designs- specifically- is they all have that origami look. Which is impossible to design for our sprites without it looking like piss. As I said, these trench coats are just that- trench coats. They haven't changed much over the last 80 years, so let's assume that- like most of our clothing- they remain fairly common. And- again- I'm working on separate category of 'futuristic' clothing. For now, though, it's important that near everything is on the level, evened out. Then I can start expanding. I didn't do that with the uniforms and ended up with a lot of design issues that, while they aren't visible to near any of you, I can see them, and had to correct them all very painstakingly. So once these are done, and all the rest, I'll press out futuristic stuff. But- again- I'm already working on more techno cyberpunk-ish coats. I disagree. No one is making use of default brown sneakers as Detective, no one is making use of the classic Detective uniform as Detective, we have an actual uniform for Detectives now, and the grey professional wear is still in there. The forensic jackets- blue and red- use gold a lot, and I'm not sure why that is. They're getting replaced with a green jacket that uses white and the investigative sub department shade of green. As for the commissar, it doesn't fit with the aesthetic of corporate security, since it's suppose to be a more authoritarian look, specifically WH40k-ish. We already have three uniforms for the Warden anyways, one of which is black, plus another peaked cap- though, it is blue. The commissar coat, is a big black coat, and classic sec vest. It's far too removed from everything else they have, and is just a classic sprite recoloured for Aurora blue. Is there any reason why it should stay in, other than saying the rest of the warden's sprites are bad? Oh, as for the part about the beret being removed, that's because I'm adding another in which is darker than the standard, but sticks with the emblem colouring. So it's one beret being removed, and three more being added. The blue cap is also being darkened, and I'm updated the peaked caps so they're darker, and look a bit nicer. They still cover the eyes, as was requested. Eventually, the vests will all be grey- like the one used by the commissar, actually. But that comes later.
  5. These are just base coats to be used by anyone, mostly to go with business-wear. I'm working on more, futuristic coats separate of these. I already have one prototype design in through a custom item app. The blue and red forensic jackets, I want to replace them with green jackets. We could just add an extra to the locker. I probably will, but it'll have to come after this addition, since I am editing the lockers again in another PR I have planned, for hats. Removing the outdated Sec beret, re-naming all the berets so they're all uniform in naming conventions, ect.
  6. As I understand the gun is becoming optional. Which is good. Because automatically having a gun sorts spoils the open-endedness of this.
  7. The commissar outfit was out of place, and as such, should not be available to NT-Sec. The standard uniform remains in the locker, as does the corporate. The detective's locker has shoes in it, two coats, hats, and three uniforms, and gloves- which you also spawn with. It's too much stuff.
  8. @Myazaki Would you be against this idea?
  9. @ParadoxSpace If Detectives are to have armored coats, I think that they SHOULD be the same sprites as the rest. Yes, this is contrary to what I said before, but I feel that there's literally no point in making a unique sprite for armored trench-coats, since the whole point of an armored coat is to be inconspicuous.
  10. EDIT: This does NOT change the Ned Kelly material armor/trench-coat items. That comes later. - Removes armor values to all security jackets and trench-coats - Replaces old security jackets with new versions, adds new investigative jacket in green. - Replaces old trench-coats with new versions, adds more variation. - Trench-coats are no longer investigative attire and are available to everyone. - Removed excess from security lockers. (Removed commissar outfit, redundant gloves, redundant shoes, classic detective outfit, forensic jackets) - Removed old sec beret from locker and loadout, added proper beret to loadout. - Resprited DEFAULT labcoat. - Resprited straight jacket. https://github.com/Aurorastation/Aurora.3/pull/8295 Some of the trench-coats, and the new Investigative jackets. No more hunchback lab-coat. No more grey mess straitjacket.
  11. If trying to make stuff look like it's belongs to the same game, is creativity killing, perhaps that's an issue with the creator's capabilities or intent, rather than with creativity. The idea that creativity equates to a breakdown of uniformity in design is silly. These things can co-exist, it's just easier to go and do your own thing rather than consider how it looks in comparison to everything else. This is made easier when the vast majority of people don't particularly care about consistency. I care less about the fact it's purple and the rest are green and more about the fact it looks completely different from the rest of the present work. But in regard to it's representation of Zeng-Hu, how does what is presented represent Zeng-Hu? It's pretty bulky looking from the comparisons, the grip looks similar to that of the new .45s, which makes me think of it more like a gun, and there's a massive company logo on the side. Not subtle at all. What I'm getting from the item, with these things in mind, is what I feel Necropolis brand equipment would be like. Bulky, military-esque, and with a big stamp of approval on the side in the form of the logo. I always assumed ZH had a more sleek and percise feel. Evidently not.
  12. This is just some mashing of sprites, give you an idea of what that camo looks like with other stuff in use.
  13. I need opinions, which should we go with?
  14. Completed, added in. Can probably close this.
  15. Wezzy's is definitely more in-line with what Medical has, but I do think it's a good idea to work purple into his design. Brainos's and your's is fairly distant from the rest of the medical items, and it's hard to recognize AS a Medical item. I do like Brainos's and your's because it shares my style of weapon grip. But overall, it stands out greatly with the rest of the medical equipment. No offense to either of you, but Wezzy's fits better, and I have to be consistent in my stance on being in favour of things being uniform in design.
  16. Unsure about this one. It's a miniature semi-automatic magazine-fed rifle. Holds a capacity of 8 cartridges. Unsure of the caliber chambered, or maker. Hoping to replace the Springfield. Use by poor colonists, boarding parties, ect. Could maybe add a scope to it, have it operate as a Designated Marksman Rifle for the Mercenaries.
  17. Pulse Rifle, Sol Battle Rifle, and Mercenary Submachine Gun. The Battle Rifle is a WIP. As is the Submachine Gun. The only changes there are the magazine, and addition of red light. Probably gonna leave as is.
  18. Pulse Rifle wield sprite.
  19. Off-duty as an alt-title for visitor makes the most sense. Punching out of your slot for 15 minutes of a 2 hour round is not a good idea, since someone else may want to play that slot while you're doing visitor things. Also, in regards to visiting your work place. This is the future. A future where large corporations have a very big part in people's lives. Most of the characters live on the Odin. There exists less of a distinction between your home life, and your work life, as the corporation encompasses all of it. Really, we should have larger dorms aboard the station, and a cafeteria to better emphasize this increase in work/home-life melding. That people just live at work, almost. That work is their life.
  20. Anyways, the addition of these sprites will go unnoticed past persons such as myself who are cognitive of our designs. Enjoy.
  21. I think it's a bit presumptuous, and telling, that you completely overlook the context of me talking about myself and my work to say that I am opposed to this because it doesn't fit with my work. It does, but I've kept from comparing it to my work directly, outside saying it is better than mine.
  22. If the librarian can also act as curator shouldn't the library be bigger and also link with Research or something? This is cute, though. I do think it takes away a bit of something, as you can no longer hide behind bookshelves anymore.
  23. I'm not a coder, so I don't even know if that's possible.
  24. This thread and what I am talking about is handling the firearm and the mechanical function of the safety. Your examples are entirely removed from the topic, I don't see how you can take me talking about the intent of the user in regards to where your finger is in relation to the trigger, and how that co-exists with whether or not the safety is on, to have any relation to accidentally dropping your gun, or accidentally pulling the trigger when you're walking along because neither of these are things which concern what I am talking about. What I am talking about is handling the firearm and the mechanical function of the safety co-existing, rather than having a faulty mechanical safety system that you can override with harm intent anyways. Same thing happened to me, was set to help, wanted to examine someone, gun goes off. It shouldn't work like that. Even with the safety on, like you said, instead of it just saying "You don't fire because the safety is on.", it goes CLICK CLICK CLICK, with a new chat line for each time you kick. Shift+click still works, but I don't see why I shouldn't be able to safely click the screen whenever help intent is set. We have intents for a reason.
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