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Everything posted by ReadThisNamePlz
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Hello, I will be handling this complaint.
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Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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 -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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Feedback for Command Remap (Not bridge).
ReadThisNamePlz replied to ReadThisNamePlz's topic in Completed Projects
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. -
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.
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ReadThisNamePlz - Human Lore Deputy
ReadThisNamePlz replied to ReadThisNamePlz's topic in Developer Applications Archives
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. -
Oh it looks like you were caught bc of a VPN. I wouldn't use one.
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This is what you get for taking my Captain slot. In all seriousness, not sure why this caught you. I'll have it lifted.
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Ublicto - Command Application 2
ReadThisNamePlz replied to Ublicto's topic in Whitelist Applications Archives
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. -
Change Science to an Expedition-focused department
ReadThisNamePlz replied to ReadThisNamePlz's topic in Suggestions & Ideas
We can add a learner role right now without this rework, Just call it an "Machinist Apprentice" or something. -
Staff Complaint-eddymakaveli
ReadThisNamePlz replied to Sparta9001's topic in Staff Complaints Archive
@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. -
ReadThisNamePlz - Human Lore Deputy
ReadThisNamePlz replied to ReadThisNamePlz's topic in Developer Applications Archives
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. -
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.
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Banned - YellowRoseFromTexas
ReadThisNamePlz replied to YellowRoseFromTexas's topic in Unban Requests Archive
Ban lifted. -
Banned - YellowRoseFromTexas
ReadThisNamePlz replied to YellowRoseFromTexas's topic in Unban Requests Archive
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? -
ReadThisNamePlz - Human Lore Deputy
ReadThisNamePlz replied to ReadThisNamePlz's topic in Developer Applications Archives
Thank you, @Triogenix. I took some time to consider your questions, and I think I have some decent answers lined up. I'm not perfect, no one is. I think my biggest flaw is that I will not prioritize the game over my life/what I am working towards in life. At this moment in time, I have plenty of time to work on lore - I have been staff for more than I've been a normal player here. I am not intending on going anywhere at all for long periods of time. I am going to OCS next June and will be gone for about nine weeks. So, I'd say that my refusal to put the game over other priorities could be a flaw. Compromise is something that I proud myself in being good at. I do not think that I get too heated or stubborn with a lot of things. I am capable of recognizing when my interaction or input is not constructive, so I am able to step away and reassess my approach. At the end of the day, this is a game. We are all here to have fun, and there is no reason to get up in arms and be a brick wall when it comes to interacting with one another. I enjoy getting second and even third looks on anything that I do. I welcome input from others, and I encourage it. I do not think there are any topics that I would not be comfortable approaching, ultimately. I think I am decently in touch with the community, I believe that when the time comes to write lore and run arcs - I will be able to provide good content. I know what the players want, and I am confident that I have the ability to provide it to them. I recognize that not everything I do will be lit in a golden light, however. I know that there's no way to please everyone. Unfortunately, I do not handle non-constructive criticism very well- my feelings can be hurt if people are just outright nasty. Thankfully, we have rules in place to handle people like this. If someone has an issue with what is produced, I hope they'd be mature enough to talk with me about it so I can better understand why the product has upset them, or what they'd rather see. There are some things that are more delicate than others, and some people might even have actual experience when dealing with these aforementioned topics. I recognize this, and will always be open to a conversation on how to improve what is being produced. If I make a piece of lore relating to crime and it causes some harm to a player - I will have no issue re-evaluating what I produced. Again, this is a game and we're all here to have fun at the end of the day. There is a lot of human lore. Like, a lot. Some pages have over 10,000 words. Some pages have less. I do not think it is as simple as "too much" or "not enough". We have a lot of human players, it is the only unwhitelisted species and the most played out of any other. This means that there has to be a wide variety to pick from in order to encourage our current Lore environment of a ship that employs hundreds of people from unique backgrounds. I think there are some portions of the lore that may be a bit bloated and could probably be cut back on - but then there are some that are lacking in some lore. I personally am not a fan of the current faction/planet ban, because it limits the creative spirit of people who may want to make contributions. I do understand the necessity for it at this moment, and hope that if selected - I will be able to help reverse this. So, ultimately, no - majority of the Human Lore is not too much. I think it would be useful to re-evaluate some of the larger pages, but the current amount of lore is perfect because it allows for the diverse character-base with specific niches that we hope to see on the ship. Gadpathuran's VS. Solarians, or Himeans being threatened by COC consulars with treason if they're trying to become command. Mictlanese characters with familial ties to the terrorist groups - etc. It brings depth to the characterbase that isn't unrealistic. Articles and In Game events are something that I just love, through and through. The question of them being better than one or the other is really really hard for me to answer. When working on Steel on the Horizon, I feel like the overall impact of the miniature arc would not have been possible without the articles. From the security alert in the Weeping Stars to the Harmony suddenly jumping out of Biesel to an "unknown destination", to the events tying all of this together... They both compliment eachother greatly. Articles are excellent because they can be flexible. They can drive a specific agenda or narrative for a larger picture, or they can be used to give a glimpse in life off of the Horizon. Amor Patriae is an excellent example of this. I think that there can be some large scale arcs that take place purely in the form of articles across the spur to add "flavor" to the current environment, but not dictate it. Articles are also perfect to use for a build up to an event, or to cover the aftermath of the events. One of my favorite examples would be the articles after the Din'aak mountain expedition. "Corporate Entities Captured" or something. It was like the perfect punch to the gut after experiencing virtual hell in an event. Events on the other hand are great for direct interaction. Not everyone reads articles, and events are happening in real time for characters, they can have immediate effects for characters and the Horizon - like the canon Mutiny or Artigas getting Bunker Busted. Or even the continuity that I added to the Horizon after the first Steel on the Horizon event. They can be used to truly impact the players. So in terms of engagement, I think that events would take the lead. But if we're looking at worldbuilding - Articles would be the king. However, I prefer to see them together. I went off on a little tangent, I just really love events and articles lol. I think Events should only be used when we want to have the Horizon directly involved in something. Either being boarded, boarding someone, visiting something, investigating something, corporate parites, etc. An Event should only be done if an arcs goal is to directly engage the playerbase. Articles should be supplementary to events, in this case. They can cover the aftermath, or they can build tension. Arcs that ONLY use Articles, can be on any scale. I.E, drug busts, terrorism reports, political news, cultural news, etc. They're extremely versatile and easy to use for worldbuilding. They can be used to give players something to talk about on the ship, they can be used to convey a shift in the lore climate - or perhaps to setup for something big. They're a great tool and I hope to be writing some, soon.