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N8-Toe

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    n8toe

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Plasma Researcher

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  1. My view of IR's and the current implementation of CCIA is fully a negative one. IR's in my opinion are a chilling effect on roleplay, they inhibit petty conflict or disputes in the RP. It extends conflict in a boring, unfun, and opaque way that removes player agency. We have such a deep setting and lore rife with conflict, but acting on said conflict could get you slapped into an IR. I am very much in the belief the ship and the crew should live and die by their own sword, that they should be making decisions and actions in the round. IR's break that, anytime anyone utters the word "IR" IC in round my engagement or investment in the conflict or RP going on dies. On the chilling effect, lets say I've spent a few rounds in the past building a rivalry with another character and this round in the bar has been drinking and political arguments are mars, or Adhomai or whatever until it boils over into a bar fight. An organic, RP'ed out conflict. I'll already face IC consequence for it, security may arrest me, command may suspend me, may fine me or dock my pay whatever. There has been roleplay, conflict, and a consequence of it goes off the rails but I'm not going to do that, because if I get IR'ed by one of the people in the bar. suddenly I gotta attend an unfun interview process with my limited play time, and I need to wait for some unseen process to decide if I get to keep playing that character, or told if I wanna play that character I need to play a role I dont want to. A process I have no influence too and has no "game" to it. Player conflict or RP conflict is inherently disincentivized when an IR can suck you into an unfun vortex. it also undermines action in the round. Another character is bothering me, they're talking smack about the faction my character supports, and called me out. I could retaliate, talk to the captain, raise a stink with the consular. all of these are in the roleplay and bring interest to the round, and IR does not Further I do not need to be a party to the conflict to file an IR. I can file an IR if I see other characters getting into conflict with each other. So not only do I need to be concerned with the RP conflict im involved in, I need to be concerned any of the bystanders around me dont decide "eh, send them to the RP Gulag". the VAST majority of IR's I read on the forum here I will firmly say could have been solved in round by the captain or a head of staff, and the remaining are either RP conflict that should have stayed in round, things not worthy of being a conflict at all, and very very rarely something that a poke by a moderator may have worked. Your coworkers got in a verbal fight? Head of staff Security officer and engineer are feuding over politics and one shoved the other? Tell the captain Two solarians came to blows over the political situatin in mars over beers in the bar? let security handle it all of these issues can be handled fully inround. CCIA adds nothing of value or story to any of these scenarios.
  2. at the Jaws of life PR. I'd make sure they have atleast two so if there are more than one tech they're not fighting over it
  3. for body or helmet cams. Perhaps requiring it to be on the same Z level to use. so encouraging the crew to setup a command post where ever they're going, or on the shuttle
  4. make departure "shall issue" essentially "You are free to leave the horizon as you wish, however you should announce on hailing frequency when departing, and unless directly ordered otherwise, may depart freely" basically you should I agree be telling people where you go, but you should be able to just go without waiting on a yes.
  5. I agree the scanner is meh. but brainmed is LEAGUES better than old med or more static med. and the risk and death I'd call a feature, not a disadvantage. Loosing the scanner and having more indepth medical would be great, but I think it'd be a loss to loose brainmed, or a system with so many interconnected things. Death isn't a bad thing, and sometimes people are gonna die in medical.
  6. I do think offmaps during odyssey will be more interesting as if the "site" is just a spot on the star map.. they can arrive if the horizon wants them too or not, and gives a reason for allied ships to be involved.Right now I think a barrier to engaging offmap play, and what has gotten me in the past is I am on the offmap. and I want to engage with horizon, and get told "No" and thats the round, or "Yes but you have to do XYZ before hand" that just pulls the rug from any engaging story. my average Orion round spawn 10 minutes setting up ship 10 minutes packing shuttle 10-20 minutes flying like a goober looking for horizon "Can I dock" either - no one there to hear me "go away" and sometimes "we'll have cargo meet you" - hanger tech shows up, snatches boxes... annnd I may as well be a visitor. my average IAC round 5 minutes setting up ship 30 minutes minumum of chemistry atleast 15 minutes of wandering around for horizon than ethier ignored to death told to stay away "we have a medical problem but can you instead just come work on our ship under guard" I've had 1 round where a non antag crewmember was let to actually get on the ambulance and come to the IAC ship. I'd be more inclined to play these roles if I could just "show up" so to speak to whats happening, or the horizon had a reason to ask me to help. And same with the "hostile" offmaps. they should be allowed to unilaterally choose to engage
  7. if we had a shuttle like that, there'd be no reason to build a base on the ground. If we have easy teleportation up or down, or a huge shuttle fully furnished. There's no reason to build a base or leave the ship. a publicly accessible teleporter up and down I think would kinda kill the interest? and also help push it towards being a "security only" thing. We build the base, that gives us a reason to be there, gives engineering a reason to be there to build, medical to work out of it, service to feed the crew, and operations to supply it. And from there, others can come and RP there. If we just use the big shuttle, or worse teleport down. There is no reason for any of those people to be going down there. I think us having to build a base, or man an outpost is a feature, not a drawback. And having to take a shuttle gives a feeling of actually traveling somewhere. I'm an investigator main, and odyssy has me excited. the role is a fit for going and talking to people we interact with, gathering information, scouting or supporting the rest of security. There is something for me to do. Bartenders and chefs can cook or serve drinks in the field, Liasons and reps can be involved in the intrigue of the round. XO is going to be more busy than ever coordinating shuttles and movement, Miners clearing rocks, Physicians helping the inevitable injured. There will be things to do. Our round we had last night pr I don't understand the point there will be less RP? doing things with other departments exposes you to characters you might not otherwise interact with. Last night's round there was plenty of time for people to talk to each other, the topic or goal of the round itself gives people something to RP about. we can only talk about the space election for so much, if anything this gives us more situations to talk around the campfire, or to have things to even talk about. If you play a passenger, or an off-duty role I can only assume the main thing you have to do is talk and have that cozy RP your talking about. On militarization, and the "death of secret" ok now its time for N8 to actually be negative for a moment. the problem leading to the "death of secret" is a deep one and can and will cripple Odyssey if its not addressed. That issue is people are too harsh on antags, have too high of expectations. I don't mean "they should just no RP blow up the ship" but.. you don't always get an hour of buildup and a monologue and debate before dying. sometimes you just die for reasons beyond your control. As well antags are players too, and the crew needs to be good sportsmen. Now lets extrapolate this to odyssey. Hostile actors will be under the same scrutiny, and non hostile actors may have the issue we have with current off maps of being treated like NPCs, and horizon only interacting with them 100% on their own terms and control. We as a community need to address this and encourage antag play. As this issue and toxicity will strangle anything new. I think we can do this! Aurora has overcome issues in the past, nothing says we cant now. On militarization. I'll be honest. I don't see it at all, I don't get what others see as it. We have a crew armory? Is this somehow more militarized than the blue hardsuited corporate kill team from the corporate navy comes and kills the bad guys like we had on the station? we're less militarized if anything with our shift from NT to SCC. with all of the nougity paramilitary filling being crammed into the PMCG, which is on brand for a corporate dystopia setting. Back on "old aurora" we had omnipowerful Central Command. ERT kill team, and an "NT Navy" in the background. Is "militarization" having a chain of command, or people being required to obey orders? If by this you mean people are running around with rifles and we're fighting people? People want conflict, our setting is not always the most conductive to conflicts that do not include people getting shot. I have no illusion every round will involve sieges and gunfights, but some will. but our rounds already include that? I dont see a further shift into violence, if anything this is a pull back as well have non violent rounds as well, and pretty much every secret round someones getting smacked with something. I have trust in GM's being able to mix things up, or find things that are crowd pleasers. will it be bumpy? yeah probably, will we have some bum rounds? definitely! but we're bound to have those anyway, might as well try something new.
  8. BC I think have a good transition for odyssey, they're our pilots, our crew chiefs, and general command assistants. I could see myself as captain or head of staff having them handling tasks such as checking on things, carrying messages or supplies, on top of flying the shuttles. if we add things such as helmet or body cameras, they'd be invaluable in handling command and control during hectic situations on the shift of RP. I think once its a regular game mode you'll get people who still stay on the ship to do their casual RP. as well discussions I've seen on the discord of things such as field kitchen supplies and other tools to make it easier for people to be down at the target area interacting.
  9. I don't think doing the transport via teleporter would be an improvement. if anything it'd be a downgrade. Using shuttles gives a feel of actually moving, and forces greater form of cooperation. you cant just pop up and down. If I could just go up or down via teleporter easily, there's no reason for engineering to build a base, no reason for service to setup a field kitchen ect ect. it defeats the crew going to the thing and hanging around at the thing The lack of map I think is a feature. And if the crew gets a map or not should be up to the GM. otherwise do some scouting, maybe we give the investigators bino's in their lockers and make them securities scouts. On command and being on the ship. We tried setting up a command post during the round, but it fell in priority. I think adding helmet cameras as maybe an accessory? or something some gear has, and a way for engineering to setup communications and network on planet. Would go a far way. So we can have a sorta "mini bridge" for the crew to be led from on planet. Odyssey I think is going to be great as long as the "going to the thing" is relatively open to who wants to go.
  10. So I was CE for the round! first I want to say I am so so proud of all the engineers and atmos techs. you guys made the round for everyone so some feedback on changes I think should happen 1: the crew needs more materials on hand. we need more steel and base materials in a storage room somewhere for the crew to use. Maybe in an expidition storage room? or just engineering but the amount we had just on hand barely got us off the ground. if we want building FOBs or such to be a thing that happens. we need wildly more to do so 2: further, we need a tech storage with backup boards for basic gear and medical gear. rechargers, scanners, OR tables. having those on hand. The point of this isn't to cut out RND, its to streamline round start. we dont want every oddysy round to be 30 minutes of packing, because than we cant have a slow burn 3: fluff items needed might be things like generic sign posts. or other "organizational markers". give us keep out signs, traffic cones, and other tools for herding and managing abunch of people in motion
  11. I think the whole "its hard to tell them apart" is sort of a feature/the point. and I kinda like it
  12. Well written app, have seen you around on server and think you should get a shot. +1
  13. They're a good roleplayer and generally a joy to interact with on server, with a good handle on the lore. so a +1 from me
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