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Everything posted by MattAtlas
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engineering was given access to ship guns mainly for repairs and also as a last resort in case NOBODY ELSE is there to load the guns. if they're being given priority over ops or they're stepping over ops it should be ahelped
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custom sprites are basically unmaintainable so they need to go - better to use decals and paint on walls
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duplicate suggestion, see linked comment
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Toomie's Command Application.
MattAtlas replied to Toomie's topic in Whitelist Applications Archives
Accepted! -
So for the last event my explicit objective was seeing how things would go with absolutely no admin guidance beyond some reminders at the start. It actually ended up pretty well overall. I think we might see rounds lean more towards 2:30 round time in the future, but that's guesswork. Fyni is right in that I need to do something on the meta aspect of knowing you're going somewhere OOC but not IC. My current plan is to have every Odyssey mission print a generic "there is something of interest in this sector we are scanning, prepare an expedition and you will receive more information soon" message, so that people can get ready and will be ready to go when the main message comes in at 00:30 or whenever. I'm not particularly sure about body cams but I'm also not opposed to the idea, honestly. Current post-release Odyssey plan is to add a ship gun that lets Ops shoot supplies down to the away site. I do like teleporter usage, though - nice element of emergent gameplay. Yeah, they basically are placeholders for these test. Actual Odyssey scenarios will probably have better kits, but expect the Storyteller to always have to do some heavy lifting with spawning items. No way around that - as an admin I can tell you that you'll always always always need to spawn things for people, no matter how much you prepare.
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Toomie's Command Application.
MattAtlas replied to Toomie's topic in Whitelist Applications Archives
On trial until 16OCT2024. -
Hi, sorry for the delay - had an exam, then my graduation in this period. Seems like it was indeed an automatic sticky ban that was placed because of your VM, so it should be lifted now.
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FabianK3's Command Application
MattAtlas replied to FabianK3's topic in Whitelist Applications Archives
Accepted. -
[TRIAL] hazelmouse - Mapper Application
MattAtlas replied to hazelmouse's topic in Developer Applications Archives
On trial until... well, a certain point in time, I guess. -
[TRIAL] Geeves Developer Application
MattAtlas replied to geeves's topic in Developer Applications Archives
Accepted! Welcome to the team! -
[TRIAL] ShakyJake - Developer Application (Mapper)
MattAtlas replied to ShakyJake's topic in Developer Applications Archives
Accepted! Welcome to the team! -
CourierBravo - Mapper Application
MattAtlas replied to CourierBravo's topic in Developer Applications Archives
Accepted! Welcome to the team! -
FabianK3's Command Application
MattAtlas replied to FabianK3's topic in Whitelist Applications Archives
On trial until 18SEP2024. -
Locking and archiving.
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I don't think there's much to say here man. The ban looks pretty valid to me. If we strike you and you openly make fun of the motivations we strike you for, you get to eat a ban at that point.
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Kermit's Deputy Lore Master Application
MattAtlas replied to kermit's topic in Developer Applications Archives
Hi, Kermit. You may know me as the man behind the shadows, or a head developer. It should be no surprise that I get involved in lore a lot - usually not at the micro level but at the macro level. I - fortunately or unfortunately - have an overarching vision for Aurora that I would like Lore to mostly comply with. As such, I work with Trio as much as I can (quite often, as you'll be able to see if you get accepted) to make sure that whatever the lore team produces is in line with our shared vision. I do not want these questions to sound too harsh - sorry if they do - but they are quite important. Firstly, I would not worry too much about you not having leadership experience. This is something that can be taught and I've coached a lot of staff members on this kind of thing at this point - but I really think you are very kind. There will be uncomfortable situations where you'll likely end up having to give someone a very harsh no, or my least favourite - trashing pages' worth of work, for whatever applicable reason. In short, sometimes, you will look like a "bad person". I need to know if you are ready for this. Additionally, I think my biggest concern with you as a candidate lies in how little you use OOC channels like Discord. It's very hard for me to gauge your feelings on lore or your thoughts when you really... rarely speak with the community at large, unless I have missed you talking in the Discord for years now. What gives? -
Comet Blaze's Command App
MattAtlas replied to Comet Blaze's topic in Whitelist Applications Archives
Accepteed. -
this is a very, very good idea
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Comet Blaze's Command App
MattAtlas replied to Comet Blaze's topic in Whitelist Applications Archives
On trial until 9AUG2024. -
This is kind of the existential problem I have to face. If it's not Odyssey, then what? Secret is a dying gamemode and it's basically on its last throes. Nobody wants to play antagonist so something needs to change, but there hasn't been any discourse other than Odyssey. I don't know how you can keep civilain roleplay while overhauling the antagonist gameplay loop. Seriously - the only possible change is lightening antagonist rules to an insane degree. Adding new antagonists hardly ever does anything, techno and borer were considered great for the first few weeks then they were put into the trash tier by most of the playerbase.
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I do not see how this gamemode doesn't completely overshadow and eventually take over Secret's role as the main gamemode, since the only people playing antagonist now are the usual 2-3 guys and people who've just found the server. This leads to it being played constantly and kind of necessarily changing the server. I guess you could still have people vote extended though as we all know that's usually a deadhour exclusive.
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You guys really ought to remind me when I forget about your apps. Accepted!
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I'll copy and paste here what my thoughts on the test are. I think gameplay-wise it's a stunning success - it's basically exporting the high-intensity event formula to a playable gamemode, that can be adapted up or down on intensity depending on the type of mission chosen and what the actors/storyteller are feeling like at the moment. There are mechanical kinks to work out, however. The main ones have to do with some jobs, such as the AI, the BCs, and their role in the game. However, this gamemode provides us with an excellent opportunity to finally give some good gameplay integration to departments desperately in need of it, like Operations and Science, because things they can participate in are constantly happening. The main problem I see is that it's a really big departure from our usual style of roleplay. The average antagonist round, going by the event scale, is probably classified as a medium or high intensity round. It is, however, balanced by the fact that there's usually at least an hour of... nothing, where you get to play your character and pretend to be a civilian in a spaceship. If you are constantly being sent down to missions, you lose that civilian part of the roleplay. And I think that's a part that's already been plenty hacked at with the crew armoury and slow militarization of the Horizons (which I've already commented on plenty as mistakes on my part). In short - the main consideration to make will be on whether or not this shift is wanted, I think.
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Hello, my favourite lab rats... I mean players. Today we ran a test of how a hypothetical worst case scenario Odyssey round would go. Dreamy wanted to test his map, and I thought that it would be useful to extend that to a white-room scenario of what would happen in the worst possible Odyssey round. Ergo: if Odyssey can work as a gamemode with no Storyteller and no help beyond what the situation gives you. I think it was conceptually a success. I saw a very engaged crew (especially Engineering!) and the actors came up with some fantastic improv and stories, with even cute little side stories such as the donut arc. For context, I intentionally did not tell the actors anything until I spawned them in (which took very long because I had to spawn them manually, since I used a broken version of the branch by accident - sorry!), told them the premise of the map and what I would tell Command with an announcement, and absolutely nothing else. They had no information leading up to the round, so they had no time to come up with a gimmick before they played, and I think the result was still stellar. We've gone down and written the mechanical bugs of the map. I'm more interested to hear in this thread what you conceptually thought about the gamemode. Do you think you were entertained? Did you have things to do in your department? Did you think it was noticeably different from your usual round? And so on. Soon, likely next week (depending on when I leave on vacation to get a tan), we'll run a second test with the actual gamemode, a fixed map, and a non-admin Storyteller. I hope to see you then!