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Davidchan

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Everything posted by Davidchan

  1. Meow!... I mean, yaaaa! Edit: Am I supposed to flag this as accepted or will the forum admins/mods do that?
  2. I've actually been quite baffled since I started playing this game that Power Cells in fact could not be used in conjunction with Energy Weapons. Maybe I've been spoiled by Fallout, or NT is super serious about that 'Void if Seal Broken' stickers for the Warranties on all their weapons. It definitely shows in gameplay, during Red Alerts, Security will grab 2 or 3 rifles and pistols a piece, ERT comes bundling in with an armory (the fact that someone is not in charge of stuffing all the weapons into one locker and dragging it around surprises me,) Traitors and Operatives that use weapons will carry small arsenals themselves. It's a comment on the inventory system more than anything, but being able to have power cells or weapon specific batteries that could fit into Security Belts (bonus points if Stun Batons, Tasers and/or Flashes used them too), Science could manufacture them, research upgraded versions and distribute them as needed to Security and Heads (More lines of beneficial communication and interaction with other departments = stable and productive crew) Keep Recharges and Weapon Recharges about where they are (maaaaybe give RnD one,) recharges refill cells at a set rate, weapons chargers will refill at a faster rate but the cell must be in a valid weapon. Defeating a heavily armed player means you'd be happier to take his spare ammo than to run off with his gun if you already had one or two, especially if said ammo could fit inside webbing, armor pouches or belts where the weapons could not.
  3. For some reason this concerns me more than the actual complaint itself. This was my major concern as well. General Rule #1 -Don't be a dick. We're all here to have fun, not fight and argue with assholes. Don't ruin the game for everyone else, and use common sense. So, unless our rule set is outdated and obsolete, someone is making excuses for a non-antag to make the game less fun for others, which in my book is borderline griefing. I'm not a mod or anything, but this does strike me as a conflict of interest or double standard in place.
  4. These are the events as I had observed them. If he has a counterpoint or justification for any of his actions, I am happy to hear them. But as it stands, he made no IC attempt to charge or explain his actions aside from "being a threat to the crew", which isn't actually a crime and falls somewhere between suspicious activity and sabotage and neglect of duty. as far as Corp Regs go. From where I stand, none of these would stand up to even the lightest scrutiny. Literally, he threw it at me when I was standing still and trying to get a grasp of scene in botany, the bees were returning to normal and NOBODY had reported them as a nuisance, just a Security Guard on a power trip deciding to interpret space law in his own way. As far the crew was concerned, the Nuke Ops threat was over. I do not have the full details, but the active heads of staff decided it was clear enough to lower from Code Red to Code Blue. Only active 'threat' to the station was structural damage and breaches by bombs used by the operatives. I am not 100% sure a Head of Security was active or if it was a Warden, I do not have a screenshot of the maniftest. NitroKiller WAS reporting the arrest to someone, but only after the escape pods/shuttle had departed the station, some 6-8 minutes after I was detained. I believe it was Seyo but I'd need confirmation from logs to confirm.
  5. I kind of feel that Miners and Xenoarchaeologist being separated is a bad thing. Being a good miner means you are off on your lonesome with little to no interaction with the rest of the station save for Science department screaming over the radio how they can't do their job till you do yours. After your 2nd or 3rd load of rare materials, your job is done. Sure you can explore a bit or have fun hopping from rock to rock in your hardsuit, but once you've gathered 20 sheets of the 4 precious metals, a couple of extra stacks of glass, steel and plasteel, you could go SSD and nothing would be different. I have a few random thoughts on how to allievate this, but without changes to the map, code or both, they aren't much. 1) Consolidate the Asteroid outposts. Engineering, Science and Mining have their own little outposts, with a few extra positions set up on the asteroid though rarely used. Making a larger, central facility on the asteroid with satellite outposts would allow crews away from the station to still feel like they are part of the team (and round) and if the players were smart refined metals and glass could be handed off directly to the relevant partner without the miners needing to shuttle it up to cargo for it to be dragged, muled or shot through the disposals. This might also give antags a better chance at targeting miners and xenoarchs as they would be in a somewhat more predictable area. 2) Make mineable asteroids or meteors on the same level as the station. This could be an event function or just alternative to hopping on the shuttle, proximal asteroids could randomly be around the station, miners could jump out an airlock or use a jetpack to do some zero-g mining (ala Spacebase DF-9) and bring the materials back to cargo to smelt. There would need to be a way to detect where the asteroids/mineable rocks were around the station, no where near as efficient but would allow players to gamble a bit more for materials the station needed without separating themselves too much. 3) Continuous mining. Either through rails, a constructible conveyor/gravity train or special designed mining mules that would ferry crates and oreboxes back and forth between the smelter and a set of beacons miners could set up to let the mule home in on them. Miners would be able to set up proper shafts and supply chains, being able to figure out a way for the materials to get straight back to the station to be processed in cargo would also be a very good idea. As an added bonus (risk), having a supply chain or series of constructible objects would give any antags looking to kill the miner(s) a trial of bread crumbs to find their target. 4) Mining drones. Robotics could build/upgrade a series or remote control drones. Operators on the station could guide the drones around the asteroid, looking for precious metals and sending them back to the outpost to be sorted and refined into useful materials. While it would remove the risk mining in a vacuum (what little there is to that), it would put the miners more on the same page as the rest of the crew as they could take more breaks, finding ways to automate the drones so they would home in and path back to base and remotely operating the smelter would give more time and excuse for the miners to interact with the crew.
  6. BYOND Key: Davidchan (Devin Adams) Player Byond Key: TheNitrosKiller2 (Maximilian Valinentie) Reason for complaint: Excessive Violence/Incompetent Security/Failing to abide Standard Operating Procedure, Corporate Regulations and Security Guidelines. Nuclear Round, Operatives had been dealt with to a point that Command stepped down SoP to blue. I joined about an hour into the shift and things were starting to wind down. Playing as a botanist, I ordered a bee crate and got busy pumping out a variety of flora to keep the chef stocked and put out top grade foods. Toward the very end of the shift (escape shuttle called and inbound) I accidently tried to water my bee apiary and riled the swarm. Running out he nearest door and into the library, a small swarm followed me while the rest of the bees were content to stare down the chef through the windows. To my knowledge not a single person other than myself was stung or injured because of this. Enter NitrosKiller, self appointed sheriff in the aftermath carrying a C-20r SMG. Seeing a cluster of bees in the library and stuck on a bookcase, he questioned me where the bee's had come from. Obviously, I told him they came from botany and went back to my window to check if the bees had calmed down enough for me to grab a few food items to take to departures/escape shuttle for players to munch on. Without declaring me to be under arrest or any formal charges, let alone not even resisting him, he lights up his baton and chucks it at me, stunning me and immediately arresting me, refusing to answer myself or anyone else in the crowd of people going to departures about why he was arresting me. The only words he did utter from the time I left the library to the time he threw his baton at me was 'HALT', since I was not moving in the first place was confusing. He slapped me with his baton once after I had been down before dragging me to brig (during an evacuation), a nearby roboticist gave chase demanding to know why I had been arrested at all, NitroKiller turn and tried to shoot the roboticist, hitting me square in the chest as I was directly behind him, at this the roboticist tries to disarm and pull me away, during the struggle I get hit with another stun baton before the roboticist is stunned and arrested as well, NitrosKiller then deputized and enlisted Samantha Mason, a pharmacist, to help drag the roboticist and myself to the brig before even declaring I was a danger to the crew because I had bees. Taking us to the brig (about a minute till shuttle arrival) he has us thrown into cells and apparently was about to start the timers when the shuttle arrival notification popped up and he dragged us to the nearest pod, harmbatoning me to drop me down to the ground so he could aggressive grab me into the back seat of the pod. He still won't say why my bees are a danger, nobody was stung and nobody but him had any problem with my bees, upon getting to centcom he buckles us into chairs and pepper sprays me for using my radio to try and get the HoS to control his officer and release me, after which point he takes mine and the roboticists radios away and tells the HoS we are both terrorists despite having no proof. I don't know why he thought any of this was justifiable or allowed, he clearly has no understanding of space law or how security is supposed to be played, especially on a high RP server. I don't even want to begin to count the number of infractions he ringed up during this ordeal, but illegal detainment, excessive force, misuse of evidence (walking around with a syndicate weapon for personal use?!), mistreatment of prisoners and exceeding official powers all come to mind, given the circumstances even if I had been using the bees in a malicious manner, he never announced the charges, reported the supposed crime or arrest, and literally dragged me the wrong the way during an evacuation. If this doesn't call for at least a week long jobban from security roles until he better understands how he is to behave and act, as well as being able to operate properly under SoP and space law, then I really don't know to think of all this.
  7. My 2 cents on the religion are as follows. Nar'Sie may or may not be known outside of cult. He's one of many (presumed) extra-planar entities, though he's the only one actively trying to push into this world. To most common people, his a name would be about as relevant as someone speaking of Beelzebub or Mephistopheles to normal people. You don't have to be into the occult to know who these figures are, but to anyone but a cultist, tales and stories of them would be simple myths taken about as seriously as any other religion or cult. Until proven otherwise, players would not really know the cult is active and in fact possesses a number of power and artifacts. The robes and hood themselves are creepy, probably not something approved by NT to wear on duty, given the various costumes it can be argued these are just for cosplay purposes and nothing really about them of not. The plating of the robes can raise suspicion by security personnel, but as long as the sword isn't out in the open, this could be played off as use for LARPing or even a religious ceremony. The sword, obviously, is illegal as it is not a play thing and glows with unnatural energy, just seeing one of these on a person's robes should raise suspicion from security and someone who draws their sword or holds it should probably have security pulling out their own stun batons and tasers to force the person drop it and arrest them for misconduct and wielding a dangerous weapon. The Talisman is something of a hit or miss. It's a religious item, doesn't interfere with work, and generally just appears to be an object of religious and sentimental value to the character. UNTIL it is seen functioning in a supernatural way. Summoning artifacts, stunning people or other uses should raise instant suspicion and sent up the chain of command till someone starts questioning the individual on what they did, how and why. Without intel reports from CentCom though, command should not immediately know the person is a cultist or credible threat until proven otherwise. The tome might be a bit creepy, but there is pathfinder books and dice around the ship, it's not hard for any intelligent cultist to play it off as if they are preparing for an upcoming RPG game around the DM screen. Closer inspection might notice some of the writing is in blood, this is rather fanatical, but there is no way to prove if it is fresh, taken maliciously, or even human blood. Again, just a rather nerdy/creepy object. Alternately, this can be peacefully pushed off as an religious parallel to a bible, so long as nobody has seen them use it to draw runes and activate their magic. Someone witnessed drawing runes (slicing open their finger and writing the words out) should be taken to medical for a psych examination, UNLESS the rune was activated at which point command should be alerted and security involved if there is a credible threat. The soul shards to the average crew also should be nothing of note. Science /might/ be able to analyze it with their equipment and notice a resonant energy not consistent with natural phenomenon, they can even deconstruct it for research levels. (DON'T immediately go for the deconstructor, analyze it with various equipment or make a show of scanning it with your PDA if you don't have spectrometers or analyzers.) A glowing soul shard (one with a soul in it) on the other hand is much harder to play off. It can be argued that it is gimmick item or a toy, though anyone actually holding an active soul shard should be an instant give away; the stone is vibrating, warm to the touch and they might even here a voice in their head. It's not natural. Empty Shells are a grey area. They shouldn't be out in the open, seeing one being made or interacted with by the cult (inserting a soul shard.) On their own, civilian crew shouldn't think much of them, looking like mannequins or statues. Medical or Security might be able to figure out something about them is off, like they are incomplete, Science and Engineering would probably be able to figure out it's some sort of automaton, if in an incomplete state. Regardless, it is not a piece of NT created equipment, and should be treated with suspicion by anyone in a command role. Shades should be obvious, being a silhouette of a former crew mate, recognizable but clearly disfigured and probably in pain. As a shade, remember your will is not entirely your own, and you have to obey your new master's orders. You can still talk to former friends and colleagues, but like an AI you aren't allowed to directly harm or hinder your masters unless your orders are vague enough to allow you to harm them. You can not attack your master or other members of the cult as a shade, you are a slave after all. But if a cultist orders you to kill everyone in a certain room, and other members of the cult might still be in the room, you just might be able to justify attacking them until your orders are rectified or you kill EVERYONE in the room. Constructs should be instantly regarded with suspicion, functioning like borgs but lacking all of the usual equipment and markings of sanctioned NT Cyborgs, let alone the AI unable to make radio contact with them. Unless they are openly hostile, it's not good RP form to immediately attacking a construct. All the more so if it is willing to talk, you probably won't learn much (aside from you are not it's master.) It's understandable for Security and ERT to AIM their weapons at constructs, especially Juggernauts, though actually firing upon them if they not acting as a threat is also in bad form. If they are hostile, fire on them freely, it should be fairly obvious by examining they are not normal machines and have a supernatural sense about them, Science or Engineers inspecting them closely won't be able to find any power source aside from the Soul Shard, parts might not fully connect, several of them float of the ground without any devices to propel them, and their joints are far more limber than their design might suggest. Observing constructs in operation should make it fairly obvious to their uses, Juggernauts are sentries and guardians, protecting their masters and usually the ones up front. Players at first probably won't notice their oxygen tank or fire extinguisher isn't hurting it, but denting it with a more robust object might help clue them in this think is made of sterner stuff. Artificers engrave floors, salvage materials and create objects for use of their masters, keen players might notice it repairing constructs and itself (there is not tool tip or pop up for this, but directly inspecting a injured construct slowly be restored to full condition should make it painfully obvious. Wraiths, if ever observed, should be noted as being faster, watching one disappear or disappear and appear somewhere else should make it obvious what is going on. Post Edit: Obviously, I meant to add the Chaplin/Counselor/Priest would have somewhat more knowledge of the significance of these items than most people. The Chaplain should not automatically lose their shit and go around slamming heads with their bible and spraying holy water every where. The Chaplain should be somewhat knowledge that the Tomes are of importance, though unclear on their nature without closer inspection. A Cultist's robes would also raise a priest's eyebrows, but as there is no laws preventing other religions, he should only react to the presence of robed figures with suspicion or curiosity, not outright declare there to be an evil, demon worshipping cult. Soul Shards SHOULD cause great amount of distress for the Chaplain, while probably not familiar with how they work, there should be an 'evil' aura about them, especially if charged with a soul. Talismans should be recognizable to the Chaplain as a sign of the Cult of Nar'sie is present on the ship, seeing it being used should alert the Chaplain the cult is active and dangerous. Once Chaplain has evidence, he can try to convince the crew (Specifically Captain/HoS/Security) of the danger, though without proof of wrong doing or villainous plots (Chaplain probably doesn't know they want to summon the Dark Lord, let along proving the Dark Lord exists) he's going to have a hard time getting anywhere until sacrifices are found, runes in the middle of bloody rooms or the inevitable psychopath running around with a cult blade.
  8. BYOND Key:Davidchan Character Names:Devin Adams, Lucas Decker How long have you been playing on Aurora: Approx 6 weeks, on and off. (Sept14) Species you are applying to play: Tajara Have you read our lore section's page on this species?: http://aurorastation.org/wiki/index.php?title=Tajara This one? Yes. Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question Why do you wish to play this specific race: Tajarans offer a fairly unique role to play as they are not run of the mill humans. In both appearance and background, they are exceptionally diverse, especially compared with human crew-mates usually found in employ by NanoTrasen. Aside from being able to Roleplay personality quirks and otherwise alien behaviors to the crew, there is a certain amount of drama built into being non-human on the station and seeing the dynamic of who treats you differently and getting an interesting look into the characters of others based upon how they treat you compared to other crew, both human and nonhuman. I have also played the character Droaksa on other servers and would love to import him to Aurora to play him in Security or Engineering, he being a bit more versatile and well traveled then my current characters. Identify what makes role-playing this species different than role-playing a Human: Aboard the Aurora, and NanoTrasen as a whole (and implied to be pretty standard in Human controlled systems) Humans are treated differently, some more than others. Tajara are still second class citizens, recent revolt of their homeworld and subsequent backing by NT has made them grateful for the chance to feel freedom and spread out, but are knowingly being exploited for resources and labour to help NT turn a profit, many of them well aware that by signing on to work for NanoTrasen that their quality of life may improve compared to staying on Ahdomai, but they probably won't be treated as well as they are at home and a glass ceiling forced into place to just how far they can succeed and advance. With proper role play in a round, Droaksa might be praised for his accomplishments during a shift and change a few hearts about speciesism, or he might be oppressed and relentlessly hounded by security, his head or just the crew in general for being different, his own accomplishments overshadowed by their hatred or someone else just blaming him for all the problems in his department while taking credit for things he did himself. The dynamic allows to explore the character, as well as adding a bit of tension and drama to the crew during extended rounds or even making antagonists rounds that much more interesting. Why does this species in particular hold your interest? Aside from what has been stated above, Tajaran have a number of quirks that can make them playful one moment, unshakingly loyal to friends and co-workers, to unreasonably aggressive if pressed between their duty and personal beliefs. A number of situations will undoubtedly rise up offering unique role play options, the benefits and woes of being nonhuman spreading from choice of equipment, taste in food a music, to encounters with racist crew, heads or even CentCom directives. Character Name: Droaksa Rawibusihr Please provide a short backstory for this character, approximately 2 paragraphs Droaksa was born to a rather poor Zhan-Khazan, 2nd oldest child to a miner, his father died when he young and before he was a teenager he was working in the mines to help. Once the revolt was into full swing, Droaksa found himself fighting alongside his comrades to overthrow the nobles and gain freedom and unity for his people, server as a combat sapper in what might have been called the engineering corp of the rebellion. Once the government was overthrown and it became apparent that human corporations were simply taking the place of the noble caste on Adhomai, Droaksa left the planet on the first ship that would take him, using the mechanic skills he learned both in the mines and as a combat engineer working as the ship's Mechanic. Droaksa spent the next 2 years bouncing from ship to ship, rarely keeping with any crew for longer than 6 months, the large Zhan-Khazan found it difficult to mingle with humans for long stretches, and very few, if any Tajara owned or operated their own vessels. After nearly 2 decades of drifting between mining moons and asteroids, serving on trader vessels as mechanic or even bodyguard, and for a very short time working in a shipyard helping construct new vessels, Droaksa finally found himself working at a space station. His first duty aboard a space station was working on a refueling station,miners would gather ice and mineral rich asteroids and break them down to create fuel for passing trader vessels. Droaksa primary duty was keeping the Solar Panels aligned and intact, passing close to the asteroid belt made it very common for micrometeors to smash up an array from time to time, the Tajaran became quite skilled in tearing down the arrays and setting them back up when it seem likely their orbit would bring them into the belt. Now, almost 25 years since he left Anhomai, Droaksa found himself hired by NanoTrasen again, contracted to work on a fairly new research facility. He is not sure what to expect, having never worked on such a new vessel, though all he can do now is await for the NSS Aurora to assign him a post and begin making a cozy living. What do you like about this character? To me, Droaksa is fairly versatile. he maybe be somewhat older than the usual character, but he has a wealth of experience, both technical and life in general to fall back upon. His primary specialization is in engineering, but 20 years drifting means he's done most odd jobs in some form or another, from working Security Detail for a rich trader, mining asteroids and moons, cooking exotic meals as a chef, loading crates up in cargo to putting on a suit and mixing up drinks in the bar or serving VIPs their dinner. This wide array of seemingly useless skills acquired as a wanderer also puts him in position see many different sides of the crew, (hopefully) make a few friends and probably just as many enemies or rivals. He's bound to be cautious around strangers, but anyone who gets past that shell is bound to find a loyal friend who'd go out of their way to get them out of a jam or even wield a crowbar against a deranged gunman if it meant buying their companion enough time to flee to safety. How would you rate your role-playing ability? A loaded question, if I have to admit it. I've been roleplaying through Forums, Instant Messengers, IRC Chatrooms and even in established games like World of Warcraft and custom maps on Starcraft and Warcraft, for the better part of 15 years now. I would consider myself middle of the road, liking a blend of action and character interaction to allow development of the situation and people involved. What others may think of my ability may change based upon the happenings at the time, if I was interested in what was going on or even distracted by RL (ooc) events. Notes: Age: 43 Height: 7'2" (217 cm) Weight: 210lbs (95kg) Droaksa is rather large, not huge for Zhan-Kazan, but still head and shoulders above most of the crew, though he tends to be more of a gentle giant, not using his size to intentionally intimidate or scare people unless they are needlessly harassing someone else. He dislikes fighting but won't hesitate to defend himself, quite capable of using a gun or improvised weapon, and has limited expierence with combat Exosuits, generally repairing them but doing field tests to ensure the problem was fixed was standard. He has a very dim view of thieves and law breakers, seeing anyone willing to make someone else's life worse to better their own too common to the Nobles of Anhomai.
  9. +1 Here, Tainavaa is a solid RPer, active (if I'm on, I almost always see Tina,) and knows the department well. The only hesitation I can think of is the above stated Command roles, though that criticism is self defeating since the whitelist system itself prevents players from exhibiting any such leadership. Aside from that I think Tina could run a fairly efficient medbay if she stayed focused on the job and keeping her Doctors/Chemists/Geneticists in line. As for the Criticisms directed at her being a cult-fanatic, I think that's more of a comment on the state of our server a whole rather than playstyles of a single person. Outside of 'prime time' hours, we rarely have more than 2 actives heads, so having a head role in an antag position definitely makes them much more of a threat since their natural checks and balances are missing. The only way to clear this would be to have the code ensure there is at least one head NOT in an antag role before selecting a person filling a head role to be the bad guy. Aside from that, we just need more active people willing to play whitelist roles get approved for them, adding Tina as CMO is a step in the right direction for this. Being converted mid round, well there is not a lot that can be done around, most cults that I have seen generally offer you a choice of life or death once they have captured/cornered you, we'd like to believe all of our Staff Heads would choose death over willingly plotting against their own crew, but realistically for most characters its quite naturally to fold and choose life, even if it is life in a burden, and can add a huge element to the RP if a head is forced to turn upon their own department and find a way to convert them or remove them as obstructions. TL;DR +1 Endorse Tina for any round CMO
  10. Personally, I would like to see Fuel tanks that blow up start a fire. All of the fuel would not immediately combust, and depending upon how full the tank was, this could allow for a fire to spread. Nothing on the level of a plasma fire (though, I would like to see more of those if they didn't bring heaping amounts of lag.) Starting a fire would be a very good way for an Antag to clear an area or force the AI/Command/Engineering to monitor a specific area and peel their attention away form something more sensitive. A small chance for a hull breach would be acceptable, but come on. The station can take hits from small meteors which have more kinetic force directed at the hall than a fuel tank's explosion, and there are other (if less accessible) ways to breach a floor or room.
  11. >-Only one exisits Mostly true! ERT has 2, but 95% of games (if not more) ever call, let alone justify an ERT.
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