
AmoryBlaine
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Everything posted by AmoryBlaine
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I just remembered, there exists no updated belt icon. Everything else is fine though. And, honestly, the icon matters less anyways. It just changes from red, to a more appropriate colour scheme. Also, I made goggles for the rest of us. blizzardgoggles_icon.dmi blizzard_goggles.dmi blizzard_goggles_up.dmi
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I feel a need to ask-- are you playing a Big Boss-esque character?
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'Replacing what you lost in Space 'Nam', is a joke. ''giving you cool green vision at the low cost of your only other eye.', is just backing what I said. It's for people with both eyes intact. It's connecting to the optic nerve and resting over your eye. It's a HUD-patch. A Heads-Up-Display, being projected over one eye, rather than both. How can it work, if your eye is missing, or entirely damaged? It doesn't cure nearsightedness, it alleviates the lack of sight in that eye. What's your point here, exactly? It, doesn't really make sense. I'm saying if you lack an eye, or it is heavily damaged- you wouldn't be wearing a HUD patch over that eye, just because it has a prescription lense in it. You're saying, "But it says in the description, it'll replace my eye that I lost in the war.", and "It looks similar to an eyepatch, thus has the same purpose.", and, "Well, if it can help me see better, and the game mechanics dictate that it covers both eyes- why not make it work against flashes anyways." We already said why. You aren't going to be protected in both your eyes, it only covers one eye.
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-1 Pretty obvious as to why you wouldn't be flash resistant. Also, if they're missing an eye- how are they seeing out of the HUDpatch to begin with? A normal eyepatch is there to cover the hole, or protect the wounded eye. The HUDpatch is just a way to delegate all HUD crap to a single eye, rather than both. If they are blind in one eye- they should probably be wearing normal HUDaviators.
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I have not coded anything, I just have the sprites. -Sol marine uniform and fatigue given rolled sleeves sprites. -Mechanic outfit no longer has a belt over its coveralls, and have a rolled sleeves version. -Replacement heavy vest to better suit use with the Sol marine fatigues. -Replacement military balaclava sprite, and replacement rolled up variant. (No longer exposes bald head, only exposes face) -Replacement balaclava rolled up variant for both black and IAC balaclavas sprites. -Darker red and blue bandanas sprites, -Replacement clear visor gas-mask, tactical gas-mask sprites. -Replacement mercenary military belt sprite. - Replacement suspender sprite, to increase coverage past t-shirts, sweaters, ect sol_uniform_un_r.dmi marine_fatigue_un_r.dmi mechanic_s.dmi mechanic_s_r.dmi iacmask_r.dmi band_bl.dmi band_r.dmi fullgas.dmi gas_alt.dmi fullgas_icon.dmi gasmask_icon.dmi helmet_tac_icon.dmi mercwebvest_icon.dmi solmarinewebvest.dmi helmet_tac.dmi militarybelt.dmi suspenders.dmi balaclava_military.dmi balaclava_military_r.dmi balaclava_r.dmi iacmask_r.dmi swatclava.dmi swatclava_r.dmi
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[Accepted] nursie's mod app #2
AmoryBlaine replied to witchbells's topic in Moderator Applications Archives
+1 She retired, only fair she be able to pick up where she left off. Already committed to playing fairly often enough to be a regular in the afternoon/evening, and midnight or later, EST. A good player, friendly and competent. Please add her back. Though, I'd prefer I wasn't banned for rambo'ing, in the future. -
I do not like that Paradox does not attempt to communicate with me privately in order to clear up any misunderstandings we may have on each other's opinions. But, I also respect him for being willing to voice his opinions publicly, as he clearly cares about the game. Overall, he's committed and probably worthy of the position.
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Secret is voted with the intent of getting something of interest in the way of antagonists. It's completely separate from the argument for or against RP, or chair RP. When people vote secret, they're saying, "I want a round with an antag, but, I don't know which I want, so. I'll take what comes to me." So when there IS no antagonist, it sucks. And people that like extended, usually don't go in with the mindset of a rested round, so they react differently when it's secret extended. I don't care to hear the position of, "Well you should be acting the same regardless." because, FYI, most people don't have that courtesy, nor that commitment to the standard of RP. And that is fine, because this is a game and the primary function is fun. So yes, remove extended from secret. It appeases neither the people who want antag driven RP, nor the people who want pure canon RP.
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You're talking about the Bullpup rifle.
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I've experienced it. Yeah, this won't roll for Aurora Station, the server. But as a stand-alone, once a week for a few hours, sorta group thing- this is probably the greatest thing to come about in a long while. My only grip is the bolt action rifle has no wield sprite, and we need more variation for winter clothing for non-Tajara. And, there's not much in the way of personalization to many of the areas- nor space heaters. Nor oxygen tanks for humans. But- these things get fixed and this is something I can see myself playing whenever possible.
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Where do you think, currently, Officers are going? They're not leaving the station, they typically aren't even in their own department unless it's in the lobby. If you want proximity to Officers- who already go out of their way to move between every section of the station, while most everyone else sits in their departments- you need to make some iniative yourself. There's constantly close contact with 'Them' and 'The Crew'- with the exception of people who choose not to interact with them. You want more interaction with Security Officers that isn't high-stress stuff? Talk to them when they visit your lobby to talk to you. Talk to them in the halls when they're patrolling. Talk to them at the bar, or kitchen. What does having a Department Officer do to alleviate this hate that you seem to see and have yourself? As stated prior in this thread, this is not even an attempt at limiting the Officer to your department. He is still expected to patrol the station. You do not have ownership of him, nor does he have an inherent obligation to protect your department. He goes where the issues are, and returns- briefly- when it is handled, before starting patrols again. No. It gives you an earpiece and less cohesion, while expecting you to do the same things you were doing before. If you think that such a flimsy and poorly considered project as this will somehow reshape Security into all happy-sunshine people, you are mistaken. The shitters will remain the shitters. With less cohesion, there's less to be done. At the same time, competent RPers are going to remain the same, but gimp'd. I don't feel I should be gimp'd just because you're incapable of taking the same amount of iniative I take to interact with characters not in my immediate proximity at round start, nor do I think that gimp'ing the station to allow antagonists more freedom than they currently have benefits an HRP environment when most the gimmicks and RP for antagonists revolves around poorly thought out hostage situations and focusing on being 'the bad guy', rather than a source of conflict and story. Not to mention the neae flawless merc and raider rounds where the only means of stopping them from raiding the vault and leaving the station in a record 45 minutes- with a total of three of those minutes actually recognized by the station as an intruding force- setting us into extended. Unless, as we can all recall, they decide it makes more sense for them to reboard the station and try to fight security in order to generate interaction. There are issues currently, and this project handles none of them. It simply opens the door for the current issues and exacerbates them. Security is no longer a cohesive unit, they're now stuck in different departments with isolated offices, still expected to patrol, not expected to to have close proximity interactions with their fellow Officers, expected to interact primarily with whatever department they're stuck with- but not really, because you're still expected to patrol. This whole project doesn't even exacerbates the issues by much. It's more so just a massive annoyance, with the only real big change being more opportunities for station militias- something uncommented on by anyone thus far, but quite clearly an intent.
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If Security see contraband, the requirement of a warrant is voided, as the officer has visual confirmation of offense. It is not attributed to anyone, and is simply confiscated. If the officer wishes, he or the detective can question the departmental staff on the situation, or leave it be as to not cause any issues. What changes here with departmental security? The officer is obligated to do what exactly, that they aren't already obligated to do? This line of thinking is toxic in nature. Security is not there to "Take the fun away", it's there to prevent regulation infractions and serve as a means to balance out any possible threats to the station. Security officers do not even universally enforce minor infractions. Perhaps, if you treated them as characters, rather than an outside force that has the intent of ruining your fun, you would find they are less inclined to take said fun away. Believe it or not, it's a two way street- Security have fun too, and when your reaction to them is defensiveness you are the one creating the stigma around their being there. How come it falls on 'Them' to make amends for the inaction of 'The Departments' to recognize that Security is as much a department as the rest of them, with just another role to fill? What does valids have to do with non-antag minor infractions? Like I said. Toxic line of thinking.
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Why does this not work currently, or are you at a loss for actual new interaction possibilities between for 'Security' and 'The Departments'?- I say this given it already occurs, over general comms and in person, frequently. Between friends and between rivals. On this note- is this project actually about character interaction, or is it about player interaction? I feel like this has a lot more to do with changing things OOCly, than it does ICly.
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We do not need people patrolling departments as there is not an inherent threat in these areas. If an officer wishes to hang out with the medical team, or the cargo team, or the engineering team- he simply has to ask to come in. He can be let in, and given a guest pass. As for your point about the immediate defensiveness, perhaps you should consider that most everyone without an immediate tie to those present in the department being visited, is going to be questioned as to why they're entering. There is no "Us" and "Them", there's departments, and the station overall. The idea that we need isolated offices and gimp'd Security Comms in order to facilitate good RP between Security [Them] and Departments [Us], perpetuates that there IS a divide. The resentment we have currently, is on the part of people, overall, distrusting one another and getting deep into the OOC nature of the game, rather than treating each character as an individual unrelated to the OOC culture and memes concerning different departments. ICly, as far as I see, and I say this with rounds clocked nearly every round- the only people that do not interact with Security, are those that purposely wall themselves inside their department's bowels, or are AFK when the patrolling officers visit their areas.
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You're only an intrusion, if you are unwanted. Simply, become wanted- befriend and interact with characters in departments. This barrier only exists for people already unwilling to tear it down. Plus, we have guest passes for a reason.
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Or, you can say, "Is it alright, character whom I interact with on a shiftly basis-as I do not isolate myself- that I enter your department to carry out security work?" This seems to work fine for me, for most Officers who don't act like jerks to other employees. It's a bit more personal when the security officer is willingly coming to assist you, because your characters have both gotten to know each other, rather than the officer having an artificially enforced obligation to protect you more than an engineer, because he is assigned to your area.
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What is stopping me from interacting with them currently? The door is locked? I need to actually communicate with them, if I want to stomp around their department?
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So the answer to Security not 'paying attention to other departments during Code Red' is to have them do what they currently do, but also have an office in each department that they aren't required to use, nor enouraged to- by means of placing it somewhere isolated and uneasy to communicate with fellow department staff- and focus on response to other departments if they are called.
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Does this mean, that unless there is an active threat in their department, they should be doing the exact same thing as they currently do? If this is the case, what is the point of this change. If the officers are still expected to go to active threats, and still act as they do now- why are we focusing on trying to cut them apart, only to put them back together? If the intent is for them to interact with these departments, why are their offices not right next to the most populated sections of these departments? If this is suppose to cut down on cohesion, why are they expected to literally do the same stuff as they do not, but just not have access to their own comms?
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Where is the officer intended to be? What is the intention for the average Medical Officer, or Cargo Officer? What should their round look like? So far what I've heard is, "Well, they'll just walk around- like they do now- but, with a focus on their department." Does this mean, that unless there is an active threat in their department, they should be doing the exact same thing as they currently do? If this is the case, what is the point of this change. If the officers are still expected to go to active threats, and still act as they do now- why are we focusing on trying to cut them apart, only to put them back together? If the intent is for them to interact with these departments, why are their offices not right next to the most populated sections of these departments? If this is suppose to cut down on cohesion, why are they expected to literally do the same stuff as they do not, but just not have access to their own comms?
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Looking out into an empty airlock entrance, looking out from across the hall from the department, just out of view of the cargo office while also not able to view the bar, and above the medical lobby- unable to even see who is in the medical office below. These locations do not concern themselves with encouraging 'cross-department interactions' that is spoken of and-as it appears- exist solely to isolate the officers from each other and from 'their' respective departments.
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So, I've now seen how the new layout will work. Security offices OUTSIDE the departments they're suppose to be operating with, with the exception of fucking Medical, who has their Security office in the attic. This is so blatantly a means to strip the station of any possible security defense and almost entirely fall to the antagonist's whims-- or seek out some good old fashion LRP militia action. The idea that sticking Officer Doe in some little tiny office in the hall of each department, completely away from where the rest of that department's personnel will be, is going to make X department warm up to them, while the individual officers all compete for the office they want to be stationed at, is absurd. And it's honestly quite fascinating that no one has called this out for the blatant attack that it is in security players to try and isolate them from each other, and the departments they're supposedly going to be warming up to- but then again, it ain't really about that, it really is just about finding an easier way to give antags full control of the situation and justify station militias.
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"It doesn't look like a bear." It ought to not look like a bear considering the thing teleports and could be spending eons within the split second it seems to take to move between two points evolving into this freakish creature. Which is a part of teleportation we hardly touch on, the flow of time.