Jump to content

Jupiter Storm

Members
  • Content Count

    62
  • Joined

  • Last visited

About Jupiter Storm

  • Rank
    Chemist

Linked Accounts

  • Byond CKey
    jupiterstorm

Recent Profile Visitors

247 profile views
  1. I have played another heavy role playing game on Byond with Meep for 4 years and he is one of the most solid and realistically-grounded writers I've ever had the pleasure to play with. We have worked on story projects together in the past which were genuine successes, and his characters - both there and in SS13 - are a refreshing shift back towards 'normality'. I've never known Meep to read a set of lore and interpret it in such a way that he can bend the rules to use it to his advantage - No, he will read that lore and make something that exactly fits that lore, and serves as a stellar example of that aspect of the setting. + 100 from me - you would be literally insane to refuse this application, because Meep will do tremendous things with it that will enrich the server. @Meep - I only have one nitpicky qualm with this application after reading through it, which I imagine might be raised by others... This is a very loaded Diona name, and while it entirely fits the lore from a practical stand-point in game you could probably do with making it shorter, perhaps either sticking with Cleanser of Dorviza Sands or keeping the full name, but recording it on a manifest or at work as simply 'Starbound Hope for Clan Dorviza' - something like that.
  2. Hello, I off-main as a Shaft Miner and while I do not think that 'Cargonia' is a particularly urgent issue (when compared with topics such as the 'AI question' and Cortical Borers) - I have been forced at gun-point to reply to this thread as well, so I shall address each point in turn because there are some immensely relevant issues that have been raised regarding the behavior of characters that the 'Cargonia' mentality enables. 1. Remove all weapons from the menu. Better yet, lock them behind a command access. It should be fairly obvious why this is needed. 'Please do not punish the many for the actions of the few' is not a valid argument when Cargo is one of the chief departments (aside from Science and Security - the latter of which at least makes a shred of sense) where characters frequently use their 'unwealthy' or 'street rat' status or even a background in some paramilitary organization to excuse building militias without proper escalation. Miners in particular are by far the worst for this, but not the only culprits. If access is locked behind Command auths, it still gives Antags a very easy way to acquire them (particularly in Revolution type rounds) and, when all has invariably gone to shit and the station requires new heroes of the common people, for normal characters with a little help from Command or the A.I. 2. Remove Quartermaster. I do not agree that Quartermaster should be removed. What I do agree with is that the Quartermaster is played horribly, more often than not. The fact that anybody has access to Quartermaster sickens me, because while many roleplayers can be trusted to progress their characters realistically (and mark my words, read the lore, the Quartermaster does require specific qualifications), these are not the sort of people who will take the Quartermaster role on a whim. As a role, it is useful as it serves as a link between Supply and the Chain of Command, and provides a single fixed point for decision making regarding allocation of funds and orders. What makes the role cancerous, is the fact that it doubles up as a person who directly issues orders to others - a fact that is abused more often than not resulting in three distinct 'species' of QM: #1 - The Super-Nanny: All miners are supervised to an absolutely childish degree and it simply becomes frustrating if you're working under this QM, because your every conversation is questioned, every gasp or part of fear roleplay you do receives an overreaction or the classic STAY THERE, I'M SUITING UP TO RESCUE YOU. ... Like, fuck that. Oh, this type of Quartermaster also inherently assumes that everybody underneath them is stupid - even if they're characters who have been around far longer than they have. #2 - The Communist Marshal: Ah yes, a QM who gets along well with their underlings and allows them to get away with whatever they like. This is more like it! ... BUT WAIT, what's that? The station's reached Blue Alert? Oh no. STAY IN YOUR DEPARTMENTS, EVERYONE. WE'RE FORTIFYING THIS JOINT. CALL THE SHUTTLE FOR WEAPONS. WE'RE GOING HUNTING. This type of Quartermaster will also have an innate hatred for Security which apparently qualifies as a 'personality', #3 - The Logistician: The only QM I will ever play under willingly without going to Cryo. The Logistician requests their Yield Declarations politely, they handle issues in a bureaucratic, measured fashion. Their prime concern is checking through the orders, organizing the department's paperwork and ensuring that funds are acquired. They do not involve themselves directly in the business of those under them, except where their ability to do their jobs is concerned. If additional support is needed, they interact with other departments, and do not handle it themselves, because they're too busy doing their actual job. 3. Stop teaching the mindset to new players. I will be honest with you, I'm not entirely certain what this means. A lot of people will have already learned this mind-set from other servers and are simply migrating to the Aurora. I think that the 'Cargonia' mindset is very healthy as a base character concept, because I have worked in a second-line industrial environment (which Cargo is, indisputably), and everything there is very lax - as long as you do your job. A lot of shit gets talked, a lot of equipment gets used as toys. There is a general mistrust towards the law, but this is mostly bravado and there is a distinct line between 'bending the rules' and 'actively opposing authority with violence'. The important thing to remember however is that you aren't soldiers in the making. You're literally not trained for any sort of serious confrontation. The Soviet Union tried this 'proletariat army' business before, and suffered the most horrendous casualties of any country. Because. Nobody knew. What they were doing. 4. Remove the KAs, or at least make them do zero damage. I completely loathe Kinetic Accelerators. They add absolutely nothing to the experience of Mining - in fact, they reduce the profession and the roleplay from ... an innovative, industrial process of setting up drilling rigs, digging shafts to plant explosives and employing heavy machinery / minetracks for greater efficiency ... to a lazy countryside stroll with an unga cannon that deletes an unrealistic number of tiles with minimal effort. This is just wrong. But Kinetic Accelerators do have their place... On other servers (which I do not play, this is learned by word of mouth), it seems to be the case that Accelerators are mostly optimized for taking out wildlife EVA - they are next to useless against rocks. This is something I would prefer to see. Essentially, in pressurized environments their damage should equal close to zero - outside they should be effective against Carp and Dwellers, but otherwise have very little in the way of upgrades to enhance their effectiveness against rock. EDIT: In consideration of the replies of those who prefer to spend as little time as possible on the rock so that they can Roleplay, allow me to remind you of a very important factoid. There is absolutely zero requirement for your character to return large hauls in a short space of time. Your character is employed to work, but there is a very low entry bar, in the lore, for Shaft Miners. There is no standard to which you are held, ICly, by those who actually matter, ICly. If you want your character to be renowned as a hard worker and an efficient miner, returning to the station to roleplay inside after a short time working is not a feasible and realistic way to go about it. You cannot have your cake and eat it too. You are either a hard worker, and you will be recognised as a hard worker, or your character is somebody who does their job, goes inside, and relaxes. Since you are held to no standard, there is no disadvantage to this. It is simply a different way of working. If you do not actually care how your character is perceived as either an effective / lazy miner, then the question of 'fast big hauls' should be a moot point. Furthermore, 'there is no roleplay on the mine' is not a valid argument. I frequently work in a pair (and yes, this is a metaclique because I made a friend I want to see more often, sue me), with a character who I get along with and enjoy playing with. We have a lot of interesting adventures. It is entirely possible to make good, if not exceptional, narratives out of working for extended periods of time. You just have to... Gasp, socialize! - Sometimes you are just incompatible with another character, and that's okay. But rarely have I seen anybody reject an offer of working together and making a story out of the profession. Roleplay is not a service others provide you. You make your own. 5. Report the shitty mindset if you want to focus on RP instead. Ditto. Too few things are ahelped lately - this is why moderators exist. We cannot fix problems by simply REMOVING EVERYTHING that can be potentially abused. There would be nothing left in the game. Instead we need to focus on punishing poor quality and rewarding great quality.
  3. I like the fact that current lack of lethality of brainmed enables people to potentially remain in the round given that they cannot be cloned, while simultaneously punishing them for a significant amount of time when they become injured. What I don't like about it is the fact that it makes certain monster types (e.g. Shambling Horrors and Zombies) extremely if not preposterously robust because they are immune to pain, and stamina loss. What I would like to see as an area of improvement for this is to incorporate stronger inherent 'weaknesses' - for instance, the head for zombies (which follows accurately with all written zombie lore) or fire damage for Changelings (as per The Thing). And of course something like better light-based stuns against Vampires. That sort of thing. Finally, a big bugbear for me with Brainmed is the fact that many forms of damage lead to organs becoming necrotic ridiculously fast, and biology just doesn't work that way. It creates horrifying complications for less experienced Medical characters, but by and large minus what I've said, I think it works well and is more conducive to roleplaying and not 'scoring kills'.
  4. This + = Agree, insofar that the key perpetrators here are people who just go hUrR hUrR LeT mE TrY aNtaGgInG coUlD bE FuNnY. They don't give a flying poo about the roleplay or the interaction, they're not playing a character they're attached to, they're not playing a role they're passionate about. So why the heck should these people be the governing cause of a negative outcome for something that others are very attached to and work really heckin' hard to do well!???? When a malfunction round is put in the hands of somebody who is passionate about synthetic RP such as Kyres, Tailson or Capesh, the narrative direction they can take it outshines a lot of other round types - moreso if Malf was given MORE ROLEPLAY TOOLS LIKE I SAID IN MY THREAD WHICH WAS IGNORED BASICALLY. The results have spoken for themselves, we've all seen their rounds. The latest trends seem to be: 1. "Remove everything rework is too hard and tougher regulations are too hard." Yeah, no poo, that's because angry people are louder than those trying to take a slow, methodical, level headed approach and solve problems and sometimes, between all the rabbling, one or two good points get made. At what point has it become unreasonable to take an elitist approach to playing any kind of role - especially one that has such a profound impact on rounds. Why must we constantly listen to the people who are talking about the game mechanics, the script design and the code? Oh my god, it literally brings bile up the back of my throat when we as serious roleplayers use words like 'github', 'codebase' and 'mechanics' in the context of providing a fundamental base for good storytelling. I understand the game - and by extension the roleplay - does not work without the mechanics, but all of the extreme powergame scenarios of A.I. Malf are just that; extreme. They are brought on by people who know the code and the gimmicks well and don't have any scruples about ruining others' experiences just so that they can win. -- wait, Jupiter, you mean... JUST LIKE ANY OTHER ANTAG ROLE? Why yes, voice in my head, I do. Your core of people who care about the role, and care about the effect their actions have on the crew, do not rush for these things unless they have a very specific purpose in mind, or the narrative demands it. Right now, the 'Aurora Way' is to stamp on anything that has the potential to be used badly because in the wrong hands it is. If this role had been whitelisted like Chada's forum post suggested, way back, you would have absolutely none of these issues right now - and any that did arise could be swiftly and decisively dealt with in a lasting manner. bUt WhITelISt mAn BaD - Elitism when it comes to high-impact roleplay has never been nor ever will be a bad thing. It's infinitely okay to learn and roleplay at different intensities but I'm pretty sure you want the baseline of your story to be good, and not pooped on explosively by a potato head. And jeez, I'd apply to be a Synth lore deputy for no other reason than to help sort through the apps if I even had a shred of experience or credibility as one. 2. "Implement everything Bay does with a two year lag." Don't people move here from Bay for a reason? Isn't the Aurora different to Bay in its goals? If so why are the same suggestions coming to the Aurora from Bay? - P.S. sorry I had no idea this thread was even here until very recently I apologise for the long winded post.
  5. I scoured the forums for this, and couldn't find any other mention besides one that dated back to 2015, so here goes... I don't want to make a big song and a dance about this either, it's a really elementary issue and it should not be a problem to fix! Large Air Vents: There are three problems with these. Firstly, they are listed as Equipment, not Environment, which is a bit of an issue in itself due to the fact that when the power goes, miners can't cycle back inside until somebody sorts out the power, but I can understand why, when I outline the second issue. Secondly, they draw 90,000 watts when in operation. Yes, I'm not joking, this is a very real figure, I've observed it on countless rounds. That is the combined draw, not the individual draw. Frequent use of the airlock will cause problems if the RCON setup is not optimal - which, given some of the RCON loadouts I see people preferring to use, is a problem only another observant Engineer or an A.I. with the know-how can fix. Finally, they don't seem to work any better than normal vents do. This is something I observed from my time on the NSS Exodus, whereby the Mining Airlock is 3 tiles smaller, and has only two normal air vents. Proposal: One of the following things needs to happen. 1) Large Air Vents are simply replaced with normal Air Vents - this, I think, is the most reasonable and sensible, because Miners inevitably WILL force the airlock regardless of whether they're large or not. 2) The power draw of Large Air Vents is significantly reduced, allowing for more leeway. 3) To understand this third proposal, we need to examine where the problem with airlocks stems from. Cycling in: Airlock is super fast, unless the canisters are basically empty - which, is rarely an issue, because they are filled directly from Distro. FILLING airlocks has never been a problem, as you're applying a positive pressure gradient from 200kPa to 0kPa. Cycling out: Airlock is REALLY slow. This is because the air vents are working against a negative pressure gradient, pulling 101kPa into canisters that have 200kPa already inside them. SO! 3) IF we're keeping the Large Air Vents, they need to suck air really quickly, like super quickly, otherwise they're not doing the job they were actually installed to do, in the first place, reducing the time that the APC is under that massive power load, and giving people less incentive to force the airlock. Thoughts?
  6. I actually did think it would be one already as well, but I thought maybe it was an oversight. Yes, we'll leave it in Alb's hands!
  7. Yeah, not to mention asking engineers to upgrade APC batteries is actually one of the less suspicious things an A.I. can ask for. ... Well, until it gets modified such that the explosion radius is determined by the cell. Then I can see it being meta'd maybe. >_>
  8. This needs to be re-stated again because it's actually pure genius. Why should we see what someone is using to transmit a signal? A simple head-set has absolutely no way of determining a transmission source. We should totally see the icon of what we're hearing the sound from, in the immediate vicinity.
  9. Byond Key: jupiterstorm Discord Key: Jupiter Storm#4324 Character Name: Gwain Stohesz Item Name: TCFL Enlistment (already exists in game) Item Function(s): It would simply display as a card that can be attached to a jumpsuit. On use, it should read... You display your TCFL Enlistment (Gwain Stohesz). It reads: Gwain Stohesz, Tau Ceti Foreign Legion Recruit. Item Description: 'That is a TCFL Enlistment (Gwain Stohesz), denoting their status as a Volunteer of the Tau Ceti Foreign Legion.' Item Appearance: Exactly as the enlistment card appears in-game. ------------------------------------------------------------------------------------------------------------------------ Why is your character bringing this item to work? Because it brings him great pride, and many traditional Unathi would openly choose to display symbols of their status and allegiance. ------------------------------------------------------------------------------------------------------------------------ How did your character obtain this item? Gwain was actually given it, ICly, on his very first shift with the NSS Aurora. (Game ID: b3d-b6Y7) It was not, sadly, the stuff of legend, however a Tau Ceti Consular Officer boarded the station and began to announce that they were looking for additional volunteers for the TCFL. Given Gwain's backstory as a Kataphrakt Hopeful, this naturally piqued his interest, as it would provide him with further opportunities to prove his valour at arms, and his commitment to protecting the innocent - if called upon. He inquired as to whether this was something that he could do alongside his work, to which she replied; "Yes, it is a part-time volunteer service. You will work as normal until you are called up." Since this would not affect Gwain's promise (contract) to NanoTrasen, nor would it affect his commitments to his training alongside his master, he was all too eager to volunteer! ------------------------------------------------------------------------------------------------------------------------ What value does this item have to your character, and what story does it tell? To re-iterate, this item (alongside the beret which is available from the normal loadout) brings Gwain great pride, as it is a symbol of his commitment to volunteer service for the Tau Ceti Government. He has only recently been made a citizen of said Government, and feels that it would be far more honourable to earn his place through service and sacrifice. Stohesz already carries with him a sealed iron ring signifying his pledge as a Kataphrakt Hopeful, and this is something he displays proudly as well. It stands to reason that he would very happily wear both the beret and the enlistment card, declaring his status as a volunteer soldier to anybody who looked his way. And, by extension, prove himself worthy of dual citizenship with the Tau Ceti Government by continuing to work hard and perform acts of kindness while proudly displaying their colours. ------------------------------------------------------------------------------------------------------------------------ How will you use this to better interact with crew and/or stimulate RP? It would inevitably come up in conversation - for instance, two members of crew discussing their backgrounds, sharing personal items. Gwain would have many stories to tell, showing both his iron seal of the Zo'saa, and his TCFL merchandise. Indeed during periods of down-time he would end up training with them, as well, and this would inspire further conversation with the enlistment card as proof of such - outlining various struggles during recruit training or hilarious moments that tend to crop up in such environments. Additionally, the card will be presented to any member of Command checking his credentials if they wish to confirm his reliability for a certain task. He would explain how proud he is to serve the government that provides him with a second home, and that he would seek - through his actions - to bring them honour, and be stripped of his rank if he should sully their name. Sprites: Unchanged, as it exists in game. Additional Comments: N/A
  10. What if you expanded the function of the Malf Voice Changer such that it gives you the option of choosing whether you're broadcasting as a robot, a headset or an intercom? That would be pretty cool. If it was to be added and the coding requirements for such weren't ridiculous.
  11. Yeah with regards to the voice changer I'm not too worried about the metagame aspect of it. If people want to break the server rules and don't want to engage with a gimmick then that's an issue mods can deal with, surely. I admit I didn't consider how 'powerful' it can be for a clever A.I. but really the intent of it was to add an extra tool for story writing that enables you to expand the setting of your round a bit, with more flexible options than just the standard format of Malf A.I. rounds. Truly I didn't want to focus on the mechanics of things in this thread because half the issue with painful antagonists is the mechanical min-max leading to a standardized format of 'powerful gimmicks' which ultimately all look the same and are painful to deal with. The goal is to give other options for narratives. That is a very good point, and I suppose you can actively bwoink people who decide to be shitters with it, same as any antagonist really. Well on the flip-side, certain antagonists can't use radios at all, such as Raiders and Mercenaries. It would provide a good balancing feature without any modifications to the code, insofar as it acts as a sort of 'deterrent' to A.I. simply mimicking crew, and encourages them to use the voice changer to suggest a hacker or infiltrator instead, or simply to make a 'distorted voice' to creep people out. Oh, thank you for this! I didn't actually know very much about the console hacking feature. xD
  12. First point of my suggestion is really simple! - Remove or drastically reduce the power of, APC explosions: They're not necessary, they add absolutely nothing to a round, it's soul destroying trying to repair them and you can just keep blowing them over and over again. Now onto the roleplaying tools... - Voice Changer: Perhaps something to add to the A.I.'s suite of tools (because the CentComm Announcements are already excellent) which will allow it to write a better narrative for the gimmick. With this you would be able to add 'characters' to the gimmick, it may even be that the A.I. isn't necessarily impersonating them, but rather they are external hackers speaking to the station which has now been subverted. - CentComm Holosprites: Offer it the ability to impersonate on a Holopad, (coupled with the voice changer), CCIA Agents, ERT Troopers, Sol Marines etc etc. Maybe some custom things on adminbus demand if necessary if it will add to or support the gimmick, for giving briefings, setting a story, etc. - Illegal Upgrade (Borgs): It would be nice for Cyborgs to have this available to them, as a precursor to the Overclock - since Cyborgs are one of your prime tools for providing additional threats and activities for the crew which don't involve HURR DURR ME GO BOOM, it is the obvious choice if you want to encourage more 'light-handed' ways to protect yourself and initiate hostilities. In the absence of Security Borgs, the options an A.I. has are very limited - until it's able to reset its Borgs to Combat Modules, which lock them out of doing anything else. As I said, the aim of this change is to promote further roleplaying options, rather than to 'power up Borgs', because it is providing a viable alternative to just blowing things up. - Combat Drone Wing Deployment: So, before we make the jump to Delta, I'd actually like to entertain the idea of the A.I. being able to snare combat drones through one of the following methods... EITHER: #1 - Add a beacon to a room of your choosing (followed by a lengthy cooldown). This would work the same way as Hivebots, but at a slower rate, instead spawning Combat Drone mobs with a set limit to how many can appear. #2 - Put out the Combat Drone Wing announcement, and players can join as them, rather than Maintenance Drones if they so choose. There would be clear rules such as 'you are not to engage unless ordered to by the A.I.', etc. The reason why I think this would add to a narrative, is because one you would simply have additional roleplay options, additional paths for the gimmick to explore. Perhaps external Syndicate forces assisting you with automated units. Or, the station might have a backup reserve of 'containment drones' to counter a suspected biohazard (which may or may not be real). Finally, an aid to the actual use of these tools... Believe it or not, Code Delta has its place. And it can really serve to bring the Malf A.I. round to a climax, as long as the escalation is there and it isn't just bumrushed. The lengthy time it takes is perfectly fine, however, it would be really nice to be able to use some of our other powers while the hack is underway, in order to continue to engage with the crew and present the story to them. One time, I had my hack underway, and I had to PM an Admin to get a CentComm announcement out just to keep the flow of the round going - even though a Code Delta escalation was the natural outcome of the round (which was, at the time, a containment scenario for suspected cortical borers). Just some suggestions, feedback appreciated!
  13. Final Edits to the Backstory: And, as promised, here is the rest (edited in the original post, but highlighted here for clarity). Journey of a Kataphrakt Hopeful to Tau Ceti: General Description: Let me know if there is anything as of now that doesn't make sense, @Marlon Phoenix ! While I've worked to the best of my understanding of the lore, I would be more than happy to make further edits to refine the background and bring it more closely in line with the developers' take on it. And thank you so much to those who have offered their +1's of support. ❤️
  14. Edits to the Backstory: I have done several already, the rest I will do when I get home. I hope these work better! Middle Years on Moghes (and Post-War): Bhorze, the Pious: The rest soon!
×
×
  • Create New...