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ReadThisNamePlz

Whitelisted Players
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Everything posted by ReadThisNamePlz

  1. Okay, so. We will not be removing the warning or striking the note from your record. You have a large amount of notes, yes. The notes are purely documentary when it comes to staff interactions with players. You have been playing since 2020, this is an alternate account that you are playing on. So. Our main rule for antagonists is - "The primary goal of antangonists is to DRIVE A STORY AND TO GENERATE INTERACTION. Be creative when coming up with objectives, and try to do things which will be fun for others, not only yourself. Do not resort to the bare minimums of generating a story through mechanical means, either. This means: no unmotivated/not roleplayed out mass murders, etcetera. See the rules below for further clarification." From my understanding, you robbing the Armory without any prior escalation did not contribute to any set story or narrative that you had been trying to develop. If you had attacked someone, the alert raised to blue or red, or did anything to escalate the round? You would've been fine to rob the Armory. You do not need to announce it, and stealing from the Armory is okay to do, but it cannot be the first action that you take.
  2. Hello, I will be handling this complaint.
  3. So funny enough, I wanted to incorporate a change to the command bar - but all I could think of was swapping bridge crew preparation with it.. But then I realized you'd lose the great view of space, so I decided to keep it as is. Waiting room would be nice, but I couldn't incorporate an actual room in the place that the Captains door is located, and I didn't want to have the door be on the "ground level". I will see what I can do about adding a larger seating area though.
  4. So, they do have bolts and a personal safe in their offices to provide security to themselves when they're in meetings. If a consular double dips into a second consulars office as a non-antagonist, it's definitely a Whitelist issue. What's neat is that some Taj consulars spawn with Bugs too, so there could be some genuine espionage that happens.
  5. https://github.com/Aurorastation/Aurora.3/pull/17853 The PR is up for the system. I am waiting for this PR and one from Matt to go through before putting the remap up as a PR. I'll make those changes.
  6. Both Representative Offices would look something like this. I haven't committed this to the branch because there's no way to enforce the representative cap yet. But, this is my general idea. @greenjoe @Carver
  7. Edit to the map: Consular B: Representative Office:
  8. I don't think we can apply this to the command area because it hasn't been tried, ever. I will leave it as it is for now. After the PR goes up, and it's merged, and tested, if people prefer the old XO layout, I can make that happen pretty easily. I want to give this a chance, first.
  9. The Flag place is just an expansion of what already exists. Right now there is a weird mini hallway connecting Telecomms to the Captains office and then the bridge, that holds the flags. I could remove it, but the idea was for it to be connected/near the Bridge Crew area since that applies for them. I don't disagree. I am struggling to find out what to do with the huge center space. I thought of the stargazer, but it makes it really weird/an eye sore. I thought of making a grass area, but we have that on deck three already. If you have any ideas, please feel free to share. The Captains office is on an elevated area. XO's isn't but, they're just a head of staff, I don't mind them being where they are. I really like the conference room connecting directly to the XO, and the XO connecting directly to the Bridge. I disagree. XO is not staying where it is, in this map pr. The entire idea of this is to encourage people to come into the command area and interact. Whether it's with consular, the rep, or the XO and Captain - there is now a requirement to not loiter in a hallway on deck three, but instead in an actual atrium. I wasn't trying to make one better than the other. I did not want a carbon copy. I will probably change Consular B to where the representative office is, and put the Representative office with Consular B is. The rep can put flags up in the atrium. If anyone has any ideas on how to better utilize the open area, let me know. It has the same amount of "deadspace" as the stargazer area in the current bridge.
  10. The dual reps thing probably isn't going to happen because there's a lack of ability to lock the slot based on faction/job right now. However, whenever that changes, I will probably cannibalize the new maintenance section and turn it into two smaller offices. I will add the railings, with some decals.
  11. Hello! I was brain storming with some people in the staff discord a few days ago, and a couple of people mentioned that they do not like how dispersed and standalone the command area is from the rest of the ship. Which, I can agree with. So, I have decided to take it to the next step, and remap the entirety of the command area. There are also two new features being added with this. 1. The command area is going to be public access on code Green. It will receive access locks on code Blue or higher, thanks to a framework that @MattAtlas has created. Edit: The doors leading into the bridge are not free-access. Just the first set leading into the command atrium. 2. Double Consulars. @RustingWithYou coded a system that will allow for two Consulars of different citizenships to play. We can finally have heated debates between consulars. I'll be mapping this in as well. The idea with this remap is to provide the crew more ease of access to the consular, reps, Captain and XO, without just being in a random hallway or having to stand at a window. The XO and Captain both have waiting areas outside of their offices. The XO still has their window, but it is not in a hallway anymore. Consular(s) have their own offices, and seating areas that allow for the crew to wait for "appointments" or just hangout. The Captains office is reorganized into one office, instead of two. There is a table for meetings, a reading nook, and of course, the desk. I added in two routes of evacuation, one through a bunker-style floor tile removal, there is a crate that has instructions on how to do it. The second route is a secure door with a blast door on the south wall, leading into the service stairwell- only accessible from inside of the office. I would like feedback on the Captains office. Here is the overall map. PR isn't up yet because I am waiting for the other PRs to be merged. Captains Office: XOs Office Consular A Consular B Representative A Representative B: Bridge Supply Closet/Access to Captains Office from Bridge: The Red square below the plant leads to the garden, right by security maintenance. New Public Command Area: (Edited from original) New Telecomms Area: I would love some feedback! This is the third iteration.
  12. I do not want to sound arrogant, but I think I have a leg up in this application process because 1. I know how to map, and I've gotten very good at it. I have the skill to make event-assets because of this. 2. I am getting better with coding, here in a few days a couple of PRs of mine are going to be going up regarding a gun and a few other things. 3. I am well seasoned with the event controls/admin powers needed to properly run events without much confusion. Essentially, I bring a lot of technical prowess and abilities. I am also actively learning and working on improving my skills. I may not be able to code brand new systems yet, but, I will get there one day. I don't think my focus is on "antagonist" lore, primarily. I would like to look at it as more "seasoning" to the "meal" that is our lore-verse. Crime helps provide different backstory, provides ammunition for conflict, and of course it helps our antagonist scene. I don't think this is a bad thing. Like all things though, balance is important. We have rules that are in place which prevent insanely criminal characters. This is something that we have enforced before, and will continue to enforce. So, I wouldn' worry much about "evil" characters. Now, lawful-evil? People who are just assholes for xyz? That's fine. I encourage that. We have too many characters that are happy and go-lucky. Antagonist characters are also against the rules, so I'm not really following here. Organized Crime lore is simply another layer of session/world building, as I see it. I think it's important to add because the realities of the world are not always pretty. We should have that mirrored in our lore. Plus, I'd love to have a mob boss get arrested by Horizon staff for Racketeering. That'd be so cool. Articles, articles, articles. Amor Patriae was such an amazing and impactful arc, even though there was zero on-ship involvement. I want to see more human-centric events and more canon events in general, but, while other species teams have the spotlight, I'd like to make miniature arcs on the forums. Murder mysteries, political thrillers and drama, tabloids, etc. I do think that on-ship events are more important than article-centric arcs, I think articles that compliment events, both before and after, is the best formula. But, of course, I recognize the importance of world building and I am positive that I will be capable of bringing some off-ship or "in the world" developments. I already have an idea for a serial killer arc that takes place on Callisto or another dense-population planet. I won't lie, this bugs me a lot. I'm not new to the server, no. I've been on the staff team since Spring of 2018, with my first trial being in November of 2017. I'm an established member of the community, but, honestly most if not all of my involvement has always been administration. I've only ever done one canon-event/arc and that was with Lavilla and Trio, back in September of this year. I don't think it is fair to put my admin-status as a negative. I'm just as new to lore-writing as the next person who's trying to apply, and this has never been a qualification before. So in terms of "new blood", I fit the description with lore writing, since Admin work has nothing to do with Lore. Similar to how CCIA has nothing to do with Administration.
  13. Oh it looks like you were caught bc of a VPN. I wouldn't use one.
  14. This is what you get for taking my Captain slot. In all seriousness, not sure why this caught you. I'll have it lifted.
  15. Hi, I want to clarify something as one of the WL Admins, and an admin in general. Command players are expected to not shut down antagonists immediately upon recognition or “slip up” from the antagonist. In fact, It is more realistic for a Command Character to brush off something like this because in a day to day work place, there’s no reason to be outwardly suspicious of every little discrepancy. A surgeon who is covered in blood, rushing to a washroom? Totally believable and shouldn’t really be a focal point of suspicion. A man walking around with an assault rifle who is clearly hostile? A bit different.
  16. We can add a learner role right now without this rework, Just call it an "Machinist Apprentice" or something.
  17. Discord is having latency issues. Now what will I do with my free time?! 

  18. @Noble Row and I will be handling this. Please allow us a few days to get the logs, review them, and converse. @eddymakaveli Please provide your input.
  19. Just an update, we finished the interview. @Afya and I are reviewing it and will have an answer tomorrow.
  20. I actually have not given language a whole lot of thought. I think it's one of those things that I have taken for granted. I wouldn't mind trying to introduce some dialects? We had a small bit of that in the past, where a language would be made and it'd be a branch off of a parent language so parts could be understood or were similar.. I think it was Siik'Tau? Siik'maas and Basic combined. Very weird but if done right, very cool. I like how our languages are rooted in specific backgrounds a lot. But I'd love to see mechanical dialects implemented, like Xanan Freespeak Vs. other Coalitioners. I don't think I'd really re-work much. If people had ideas or requests though, I'd definitely hear them out to see where they're coming from.
  21. This would take a lot of work, but before I even begin writing down where to start - I want feedback and ideas for this. Science is a dead department. We know this. The only thing that really happens with it is Expeditions. So.. why not make the whole department focus on expeditions? Exploring overmap points of interest, searching for Phoron and other goodies, etc. We'd gut RnD and turn the whole focus of the department into a expedition based thing. I'd want to move Xenoarcheology to Deck two, and add a second expedition shuttle - similar to the Intrepid, to allow for more than one destination to be visited at the same time... I'll put more thoughts down into this thread in a bit, I just wanted to get it going for now.
  22. In a month you gained 12 notes, including two warnings and a tempban. I am not very inclined to approve this appeal, because.. frankly, it's all for the same stuff. Your attitude and overall OOC behavior. If am glad to hear that you've found a way to cope with whatever is going on, however. Do you understand that we do not want toxic behavior in OOC constantly? Like, we are all here to have fun and to play the game. There's nothing good about raging at people or insulting people's character preferences. I am going to approve this, but you really need to make sure you do not be passive aggressive or attack people in OOC. Okay?
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