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Everything posted by Skull132
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http://aurorastation.org/forums/viewtopic.php?f=64&t=1126
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Actually, it's back up. Use the hub to connect.
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This is the suggestion forums. The new map has no place here. It is the current map, modified with a new proposed security layout.
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Impractical, honestly. A lockdown at every 1 to 2 kilopascal will end in terrible flickering, causing more confusion than firelocks already do. Further more, almost all important areas have an air alarm, fire alarm and firelocks. If you think that an important area is lacking firelocks, please, do let us know. But as it stands, I think the majority are under proper lockdown.
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Flywolfpack's Dev Application
Skull132 replied to Flywolfpack's topic in Developer Applications Archives
Archived. -
Serveris6's Coder Application
Skull132 replied to Serveris's topic in Developer Applications Archives
Reviewed and a PM shot your way for further discussion. -
Application suspended until the requirement for mappers actually starts existing. As it stands, there is none. Archiving.
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Already a mapper, as far as technicalities are concerned. Awaiting future application in terms of tasking.
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[Accepted] ForgottenTraveller's WikiDev App
Skull132 replied to ForgottenTraveller's topic in Developer Applications Archives
Getting in touch with Tablespoon and finalizing over the next 48 hours. -
Application accepted based on prior experience here and current active work.
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A few days ago, I was informed of a case where a senior member of our community abused the position they had gained to further a personal agenda against another player. Consequently, the other player in question left. This was not reported to the appropriate authorities at the time, and as such, no action was taken. The endstate is this: A rightfully disgruntled player A member of staff left feeling impotent, because they couldn't fix the issue, due to them not being aware of it A self-entitled member left with the feeling that they can get away with shit, and as such, they will repeat their actions This isn't right, folks. In no way should actions like this, taken by anyone in this community, go unpunished or unnoted. This is, as it stands, a part of a series of cases concerning this individual member. Action was taken at a later date, for different, less urgent infractions. But because I was not aware of this specific instance, I could not press the matter which led to it, leaving this to happen over again. And again. And again. So, please. If similar things happen, please, from the bottom of my heart: talk to someone. They don't have to be a member of staff. They can even be that same individual who did it. But talk. To someone. Despite seeming the way I do, I will listen to anyone who is willing to talk to me. And I will see towards providing insight and fixing the issues raised. Right, that's it, carry on.
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Player Complaint : AI not following laws.
Skull132 replied to nanotoxin's topic in Complaints Boards Archive
If you want to post about that, please, another complaint. Beyond that, I'm waiting for the AI player to speak up here, and then we'll go from there. -
"Benevolence" is subjective, Enkas. To a believer of the Nar'sie cult, the act of being ripped from their faith is terrible and painful, and as such, this should be made noticeable. Understand, that to a cultist, you are the antagonist. Also, cultist loyalty would depend, some may flip sides. It's up to them, and guess what, morally questionable things create RP!
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Nope. I don't want it to be a single, forced solution. I want it to work like initial culting works, with choice and consequences for not accepting the choice.
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I will be doing over the mechanics based on which the nullrod works. Mainly because, right now, it's a gank weapon. And nothing more. I may take this into consideration while I do that, so we'll see.
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[Processing] Dr. Crane's Vibrating Blue Squirrel
Skull132 replied to LordFowl's topic in Completed Items
Don't bump threads. I do things on the basis of when the application was submitted, to include getting around to reading and evaluating them. -
You know what all of this boils down to? Cooommunication. The one issue I have with our community is the lack of coherent communication, and some minor issues with entitlement. No one wants to lose, no one wants to not get their way, no one wants to have an admin decide, at the end of a complaint, that they were wrong, and the complaint proven right. Most attempts by staff to do this have resulted in flat out whining, moaning, impotent threats to leave the server (to the point where I've had to stay myself from just saying, "Go right ahead, it's a free world"). It's a grueling environment to work in, and the lack of coherent communication makes it worse. The issue isn't only on the defendant's side, mind you. A lot of the complaints expect knee-jerk solutions, one-sided deals without compromise. That's the other edge of this blade. You know what helps, folks? If you talk to us, even if in private. Actually, I prefer private conversations, because there I can guide and analyze without external noise -- I can find out what I need to, so I can conduct action needed. All of the staff should have open comms channels, make use of this. If one doesn't answer, try someone else. But do keep an open mind when it comes to solutions. Also, staff action can only take us this far. At least, without exceeding the boundaries of reason. Due to the organization of our community, and the fact that it's open, staff are unable to conduct a vital action effectively: growing the playerbase. We can address the general players, but individual consultation and guidance, in a proactive manner, as opposed to a reactionary manner (we go out to an individual versus them coming to us), is something we lack the time and effort for. This would fall on the senior players. Should fall on the senior players. In some cases, the senior players do do this. An example that I can bring from here is Tenenza teaching folks how to properly science, and through that, how to play here and navigate our rules. More folks should look at this option as a way of helping out staff by actively participating in the development of your community. And as a disclaimer: ghosting over folks, and nagging them about the n-th rule that they are breaking (backseat moderating, something we've noticed with a few folks and are now having to track and crack down on) is NOT what I have in mind. Guide, teach, advise. If you aren't up to this, not everyone is, then find another way tp contribute.
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No, it'd bypass the upgrades you can give it (matter bins). This machine is doable, and I may tackle it or have someone tackle it later down the line. Question, though, where'd you place it in the RnD lab?
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I don't think lowering the player count would really solve anything. You'd still end up in a similar situation. I will say, though. I do have the idea of adding a player age limit to the nuke operative antagonist slot. Basically, you need to have played on the server for like a month before it selects you.
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This is done and implemented. Moving. One fluff feature is missing, but the rest functions fine. Please direct any bugs with this in the Bugs section and any future suggestions in the Suggestions forum.
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Binned and closed. The general idea is that this is just a bit too fluffy and useless (plus potentially prone to abuse), and can be done with a good HoP.
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I'll get these added. Thank you for the notice.
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Nearly every input system needs to be coupled with an output system, even if simply for feedback. Security hazard. Information extraction from a loyal human would require fun things, like interrogation, which has the adverse effect of fogging the mind, providing false answers (provided only out of a desire to escape), damaging the subject, perhaps to the point of no recovery. Other means of information extraction carry similar risks. Machines? Lock it, nab it, slave it, done. Bits don't lie, humans can. This is only from a security threat point of view. With that in mind, let's review what positions they would be looked at by higher: Captain -- extremely sensitive information, no-go Head of Personnel -- access to sensitive information, potentially?* Head of Security -- extremely sensitive information, no-go Chief Medical Officer -- general medicine, software hacks can have similar results to an IPC hack, go Chief Engineer -- imprinted schematics, critical systems, potentially a larger threat than a compromised Captain due to the IPC's capacity to retain information, no-go Research Director -- access to sensitive information, potentially?* *IPCs seem better fit for secondary executive and managerial positions, where they simply need to keep tally and distribute, while having someone right above them to report to. Talking about positions such as a Quartermaster, as opposed to being a flat-out Head of Personnel or Research Director. This secondary position would free up the respective head to conduct further development and planning.
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[Denied] Schrader's Signature Acoustic Guitar
Skull132 replied to CakeIsOssim's topic in Denied Apps
Instruments create lag. The more they are used throughout a shift, the greater the compound effect (I've used the piano for events before, that's how it goes). I'm not certain I want to add the potential for this type of stress to be added onto the box. -
SQL updates waiting until 12JAN2015, when the finalized versions are up here.