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Saudus

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Everything posted by Saudus

  1. +1, I've been thinking myself of making a thread on this. Really strange that they can't be made.
  2. Alright, it's been more than a week with no response to the forum PM regarding name so I'll just wing it with something fun. Also thank you so much for the nice and constructive comments, I'll get to work doing some edits to address the issues brought up (fleshing out more stuff and clarifying the questions you've asked).
  3. Minor issue. There should probably be a bit wider passage from the doors to shuttle in the waiting room. 1 wide might lead to bump city. Otherwise it is great and a +1 from me.
  4. Side or rear facing chairs yes please. Apart from that, the shuttle seems fine.
  5. Yepp, some type of hailing frequency or mechanics would be nice and make a lot of sense.
  6. +1 for pretty much the reasons already said. Makes little sense that you need to constantly switch in/out of your corpse and it isnt meta relevant really.
  7. I mean it might be fun if they use Sol Common pretty much all of the time. So when you hear two Private Security Officers talk they are speaking in Sol Common probably.
  8. Sounds awesome and I can already imagine the fun to be had. I'd like to suggest the addition of it being able to remotely opened via an attached signaler as well. If it catches something, it sends. If it recieves, it opens.
  9. Are there any specific rules on how the Eridani security can use language? Do they all need to stick to basic as normal or can they all use sol common or something instead? Might be fun with a more obviously foreign security department.
  10. Worthy is great in OOC. I've seen both Farah Malik and Altai Al-Azir around (probably others too but can't remember them) and they are good characters. Don't know the standards for the background etc but I'm sure Worthy will do well. +1
  11. No idea if the backstory etc is good and such, but I've met Gideon a bunch of times and Jupiter plays that character very well. I'm sure Jupiter would do well as IPC.
  12. BYOND Key: Saudus Character Names: Adam Harrow (Scientist), Silas Reede (IAA), Henrik Volvalaad (Scientist) Species you are applying to play: Skrell What color do you plan on making your first alien character (Dionaea & IPCs exempt): Light blue/cyan Have you read our lore section's page on this species?: Yes (reading the page made me question the lore behind their population numbers and I made this post to clarify ) 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: I want to play Skrell for 3 reasons: They have the lore I like the most of all the alien species. I feel there are too few Skrell around. I would really enjoy RPing the type of character I'd be able to make. Identify what makes role-playing this species different than role-playing a Human: Well obviously there are multiple differences between Humans and Skrell. Aside from minor gameplay mechanics they have different history, culture and biology shaping them. To be brief: Very different views on synthetics. Language barrier making Skrell seem cold and emotionless to other species. Longer lifespan giving different perspectives and possibilities. Differences in gender roles and reproduction, especially with the genophage effects. Valuing logic, reason and adaptability higher but with lower drive and ambition. Character Name: Qhraysh-Ortq Pheyrmtaq (Ortq being a made up word for the period just after the Glorsh-Omega disappreance) Please provide a short backstory for this character, approximately 2 paragraphs Qhraysh-Ortg Pheyrmtaq was born 2203 on Jargon IV in the chaos after the disappearance of Glorsh-Omega. The first waves of attempts to reverse the genophage were inefficient and desperate, but some Skrell were born, one of those being Qhraysh. Systems for childrearing and schooling were almost non existing at this time since over 100 years had passed with species wide sterility. Qhraysh's schooling was more akin to tutoring as there were so few students his age and many adults eager to impart their knowledge to the first new generation in so long. Although none of his teachers was one of the truly greats in their field, they were certainly a clear cut above your average teacher and he found many inspiring role models in them, although none especially so. Being part of the first generation of new Skrell made him and the others the recipient of so much hope, attention and expectations that it took a toll on them. During his youth he often worked as if possessed to achieve great results. Although his parents, both scientists, were loving and generally great they did put some pressure on him. The majority of the pressure, however, was from the world around him and inside himself. The regular medical examinations, tests and tweaks part of improving the genophage reversal certainly didn't help either. As more and more new Skrell were born, the pressure eased up and he was able to find a semblance of peace from the outside world, though not from himself. Like many Skrell he found himself drawn to the scientific fields, largely because of his parents' influence, and studied at some of the universities that had survived or were being established on Jargon IV. His first degree was a doctorate in theoretical physics. Over time he complemented it with a bachelors in electrical engineering and biomedicine. He is also an avid reader of scientific journals and understands the basic principles of multiple other fields. Whilst he never experienced the Glorsh-Omega regime himself the signs of it were all around him growing up in both in the environment and in the people. The fear, anger and hate around him seeped into him and he deeply distrusts synthetics. When contact was made with humans he was initially revolted by their relationship with synthetics. Over time he grew cautiously accepting, although not fully so, of lawed synthetics and he hopes that the radically different approach to controlling synthetics that humans are using might work. He is fervently against IPC:s and considers them abominations bound to lead towards disaster. He has attempted to undergo treatment for the genophage but it was unsuccessful and has no children. He has had partners occasionally during his life but has none at the moment and is fundamentally uninterested in such relationships at this time. Qhraysh has worked in multiple companies as well as teaching positions at universities, although Nanotrasen will be the first non Skrell organization he works for. He was not one of the leading scientists who achieved the breakthrough with bluespace technology, but he knews a fair few of them personally and was working under one of them at the time of the breakthrough. At the moment he is hired to work as a scientist on the research and mining station NSS Aurora in Tau Ceti with a focus on bluespace technology, but given the freedom to pursue other fields as well. He has strong inclinations towards teaching and enjoys teaching lab assistants and other scientists. He is disinterested in a position as a director for the wage, power and status but has some interests in it as it might allow him to educate others better. He has no strong opinion on Nanotrasen or any other mega-corporation, with the exception of having heard good things about Zheng-Hu, but is very interested in being in proximity to alien species as he has spent almost all his life in Federation space. What do you like about this character? I like the Skrell lore and how I'll be able to incorporate that into a character. I like the way I'll be speaking as this character (ME Salarians). I like how I'll get to try and push my RP limits further by something more different from myself. How would you rate your role-playing ability? 7/10. I still can't properly RP something too far away from myself but I am very serious, never break character and only very occasionally go a bit silly (and then not incredibly so). Notes: People who have played a lot with my character Adam Harrow might draw a lot of parallels with the two characters. That's no coincidence, I purposefully made this character similar in some ways to make the transition easier. EDIT: Added and changed a few things, made most of the new things underlined to more easily find it.
  13. Yes please, +1.
  14. Ok, LETS DO THIIIIIS. I'll use the percentage from my initial post (54.39%) which assumes that: the gender ratio in Skrell is 2:1 female:male 1/3 of females can be made fertile the average number of viable eggs per fertile female is 2.5 damn near all fertile female skrell reproduce to the max of their capacity Ok, now lets talk Skrell deathrate. From the wiki. So I'll work with the assumption that on average Skrell die at age 400 (which includes deaths that are accidental/crime related/war related/etc. So I'll assume that 1/400th of the population dies each year. Now 54.39% of that population drop will be counteracted by the birth of new Skrell, i.e. yearly the Skrell population decrease by: ( 1/400) * ( (1-0.5439)/1 ) = 0.4561 / 400 = 0,00114025 (= 0.11%) I'll go with this as my start number and date. (at 2192 i.e. ca Glorsh-Omega ending) The year is "now" 2460, 2460-2192 = 268 years This is where it gets tiring, because now we have a mathematical series yada yada to calculate the 2460 population... I don't feel like that, so I'll do it basic as fuck. 2460 pop =62 - (0.0011*268*0.8*62) = 62 - 14.62 = 47.38, which we round up to 48 billion.
  15. It is indeed a problem and they inhibit a strange grey area. They aren't sapient yet, so when they bite you it isn't a crew member commiting minor assault. They can become fully sentient, so people think it is wrong to bash them like you would a mouse that bites you. Nobody will hold the grown Dionea accountable for their actions as a Nymph, because they weren't fully sapient yet. So basically we're supposed to be ok with this thing running around biting people and shit and then not hold the resulting creature or botanist accountable? I suggest doing like most countries do regarding dogs, their owner has a strict responsibility for it. Doesn't matter if you as a dog owner aren't negligent when your dog bites someone, you're still responsible. I'd say a non registered dionea nymph is to be seen as a mouse, i.e. pest to be killed. A botanist who grows a nymph is legally responsible for it. So when it bites you, the botanist is charged for being an accomplice to minor assault or possibly neglect. Obviously that nymph would then be put down like a dog would be. The only way a nymph then is protected is when the botanist has "registered" it and makes sure it isn't biting people who haven't consented.
  16. RnD can't print them, we make them with circuitry. It is basically a device with a microphone that turns all it hears (it doesn't pick up what is said over speakers such as comms consoles even if right next to it) into text on a screen. It isn't very tricky to make and one can add a few more functions as well.
  17. Well it depends on which is the "correct" lore. The number of Skrell or the methods of reproduction. I'd prefer to see the Skrell numbers the same but en mass cloning repopulation or more effective un-genophaging being lore and the reason why they've managed to get the current number.
  18. It does indeed matter IRL, but that isn't important. The regulations here need to be extensively interpreted because we have so few of them. If we had a much larger system of rules then they could be more restrictively interpreted.
  19. Ok I read that entire thing and god damn it needs to have irrelevant stuff trimmed off (other people not related to the issue talking etc). As for the crime(s), one of the issues here is the interpretation of i105 when reading it verbatim in the description vs reading it in spirit and adding praxis. I agree with OP that a verbatim read of the rule doesn't fit these actions. That said, in practice it does. I am still very curious how the timer ended up at 13 minutes. I see the console pinged twice for charges added. What was the second charge and how did it amount to 8 minutes?
  20. I can't edit my previous post again without feeling dirty so I'll make a new post. Here is a quick google sheets mock-up of the system with the 50% split thing [mention]ForgottenTraveller[/mention] mentioned. It doesn't have the "under X% an option gets eliminated" option in it.
  21. [mention]Korinra[/mention] , if you're refering to what [mention]ForgottenTraveller[/mention] said then no, that is not how he means. In your example it would be like this. Extended got the most votes of any game mode so it gets 50% of the chance. NOW we start distributing by percentages. Since none of the numbers in your example came below 5% of the total, I'm going to nudge MALF to 4 and give the extra to AUTORTRAITOR. Ok so MALF now has 4%, they're eliminated and their 4% are evenly split between all other options above 5%. The rest of the percentage are now distributed (for the sake of sanity here I will not take into account the transfered % from MALF). Ok Extended had 50% from being the one with the most votes and now gets an additional 15% (30% of total /2 because half went to majority winner), so gets 65% MERCENARY - 7 votes. --- 3.5% WIZARD - 13 votes. --- 6.5% CULT - 15 votes. --- 7.5% AUTOTRAITOR - 11 votes. --- 5.5% VAMPIRE - 10 votes. --- 5% NINJA - 10 votes. --- 5% (you'll notice some 2% missing because I didn't want to add in the removed MALF votes and make it more confusing, but all the other gamemodes (including extended) would all share the 2% chance (from the 4% of the votes) of MALF) I really can't make it much clearer in this forum format... our current system of voting is a classic First-Past-the-Post system. [mention]Kaed[/mention] is suggesting a direct proportionality system of some sort. [mention]ForgottenTraveller[/mention] is suggesting a type of Mixed-Member-Proportional with a % cutoff for very lowly selected options. This is a video on Mixed-Member-Proportional by a youtuber who's done great videos on these voting types that I think are easy to understand. I'm just going to sneakily edit this link of First-Past-the-Post in too, which is pretty much what we have now (imagine that gorilla is extended, leopard is secret and tiger is crossfire for added "fun")
  22. Saudus

    Brain Slugs

    I'd love to see this done. That said, there are some issues. Like Eve said this would indeed be a VERY ghost intensive mode. Frankly, I don't think it would work because of that. You really can't infect enough people because there aren't enough ghosts. Hell it's hard enough as cult to get a single ghost often. There'd better be LOADS of ghosts hanging around waiting to take over crew for this to work. I have two suggestions regarding that: 1, when the egg triggers the host dies (in a way that doesn't make it very suspicious) or goes into some kind of coma (i.e. dead because the ghost has left them). The dead player becomes the other borer. 2, there are two kinds of eggs. Big and small. The big one does indeed require a ghost as before. The smaller one is not player controlled (or maybe you get to control it for a little while to enter a new host and then get returned to your "Big Borer"). It would instead be used to make that host much more pliant and friendly to your host. Also, I think the infested player need to be able to "think" speak all the time with the borer. So they can effectively reply to their thoughts without seeming crazy to everyone. An example: "Borer: You feel a strong desire to kill Mr Coalfsson with the hatchet in your hand!" "Host: What? No I can't... I just can't kill someone..." (that is not something you would say out loud if you did get that impulse, but the borer deserves to hear your reply so they can fine tune their influencing) Lastly, maybe allow the borer to leave their host? It'd KO them for a bit and provided they didn't see the borer when they wake up they don't have any new knowledge of having been infected. Apart from that I get that some won't like this mode due to it's nature. But I'd really like to try it out.
  23. Ok, let me preface this by stating that I have only used the Skrell wiki page. Maybe there is other canon lore out there that fixes this. The following wiki lines are of particular note: Ok, first of, the Skrell population is "now" lower than at Glorsh crash. That isn't exactly "managing to slowly rise". This is probably explained by that it continued to decline a while until it started to increase again. Now comes my issue. For a population to sustain itself on average every individual needs to create another individual. Another way to put it is that every pair of male-female needs to create two. Or just that every female needs to create two if the ratio of males to females is 1:1. Now, with the Skrell only 1/3 can have children. I assume this is true to both male and female Skrell. This means that if every female able to reproduce is reproducing they will need to produce 6 individuals to sustain numbers. That is apparently impossible as they are capped at 1-3. Now, maybe female/male ratio amongst Skrell aren't 1:1, maybe there are more females than males. And let us assume that all females who can reproduce do so and all can produce 3 individuals, what ratio of male to female is then needed? 1 (representing 100%) = 1/3 (non-sterile population) * 3 (maximum offspring per female) * X (factor that represents female/male ratio where 0 is all males, 1 all females and 0.5 a 1:1 ratio). Lets solve for X 1 = 1 / 3 * 3 * X ===> X = 1 What does that mean? It means that to sustain the population, all fertile females need to produce 3 individuals and the population needs to be 100% female. 3 children per person is apparently the max, with the range being 1-3. Since we don't know the distribution between females being able to produce 1, 2 or 3 eggs lets error on the side of caution and say an average is 2.5. Now lets try and factor in other things as well. Such as number of people dying before having kids and number of people who can but chose not to have kids. (recent UK numbers on women who haven't had children) (wikipedia on US number of women without kids) It varies quite a bit between western nations but the UK is apparently one of the higher European nations regarding this. Now Skrell society isn't human society. And post genophage etc I can only assume people very actively want and try to have kids for various reasons. So I am going to drop the Skrell number to 2% (off those who are even fertile). On top of that, there needs to be a certain modifier for mortality pre-childbearing. I'll say 0.1% to make it very low but still hopefully making sense with highly developed nation etc. Now regarding female/male ratio. Some cursory reading on the matter tells me that the 1:1 ratio is quite common, but it can vary a great deal. Now, there is a lack information regarding this on Skrell as well as possible societal and biological factors that could help me draw a conclusion (no shit, only crazy nerds like me who even notice let cares about this). So I am going to take the highest number of female/male ratio that I'm comfortable making, 2:1. As in 2 females to 1 male. Ok, now to make a slightly more complicated equation than the basic one above where I will solve for Y which is the percentage of the new generation compared to the old. Y = 1 * female/male ratio * fertile females * percentage who have kids * percentage who survives * average number of viable eggs Y = 1 * (2/3) * (1/3) * 0.98 * 0.999 * 2.5 Y = 0,5439 So the kids produced by a generation are only 54.39% of the numbers of the generation having them. With, lets be honest, quite generous numbers by me. At this point I want to point out other reproduction methods such as cloning, artificial reproduction etc etc as well as putting it in concrete numbers with the Skrell population and an estimate of how many die each year etc etc. But I've already made a huge wall of text that I'll be lucky if even the loredevs have the energy to read. If you did actually read and relatively enjoyed it I am hugely impressed by you (if you're ever in Stockholm I will literally buy you a beer) and here's a youtube channel that I've fallen in love with that you might too. TLDR; The Skrell population cannot sustain itself based on the numbers provided on the wiki.
  24. I think I've seen this event when playing on TG maybe a year ago. It kind of fit the clusterfuck mentality there, but really don't want to see it here. Maybe a random event that makes an airlock or "line" of airlocks glitch open? Similar to the prison door glitch. They would then need to be rebuilt to properly function or something like that.
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