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Everything posted by Skull132
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In ye olden forums, Far Cry started a thread that operated on the following premise: You would write a story with your character(s), but place them into an alternate universe or dimension. Regardless of what universe or setting you choose, the stories would be written as if the character had lived in that setting for their entire life. It's an interesting premise, and was executed rather well on the old boards. Let's see if anything interesting pops up here.
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The man spoke words that ring close to my heart and mind. Changing my "maybe" to a +1. Still not sure about Tina as a character, but have confidence in the player.
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Another note about subordinates is that you should be invested in their development. Taking the time and effort to teach new staff will give you a core group that is loyal, works as a team and has similar MO. This is preferable to looking at every new face as an incompetent baby who needs a bottle held up. Yes, you will have those too, but this should never be the start-state.
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As far as introductions go, I'm shit at them. At least, without insulting people. So, let's just get this show on the road. The following are tips based on observation and my general knowledge of leadership. They are in no way priority order -- all of them should be given equal consideration. Hopefully this will help. Preface: In accordance with the Standard Operating Procedure, both old and new, all Heads of Staff are equal, regardless of whether or not a Captain is present. Standard operation does not warrant the promotion of an Acting Captain, as such, all Heads of Staff are equal and stay in their lane as needed. These are my personal views, opinions and experiences. Take them as you will. 0. Everyone is Human. Mistakes will happen. Solve them together and move out, together. Do unto others as you would have them do unto you. 1. You Live by Communicating Very simple, communicate. With your department, with your fellow commanders, with troublemakers. Communication is a basis for leadership, it enables you to command, to review, to assess, etcetera. Communication is a two way process. Listen, and be heard. Don't just do one without the other. Teach your subordinates to do the same. Even if someone fucks up, at the very least listen to the why, so you may curb behaviour and ensure that the fuck-up isn't repeated. Keep the comms clear. Any active head has a minimum of 3 radio channels to monitor: command net, department net, public net. Add to this local comms (verbal) and secondary channels (for HoP, Captain). This is a lot of comms traffic. Don't make the lives of other heads harder by picking up and carrying out verbal gunfights over the channels in question, it just serves to piss them off. Breed an environment of internal communication within your department: ask for situation reports, make sure major actions are communicated, make sure that communication is rewarded, discourage (and solve) verbal gunfights over net/within the department. You want to minimize miss-communication as much as possible. 2. Know Your Lane, Stick to It For a Head of Staff, their lane is defined as their department, the personnel involved, and actions concerning. As a Head of Staff, you should be primarily focused on your lane and its problems. Don't hop lanes (unnecessarily). If the situation is not critical, try not to provide even the tiniest comment regarding conduct, procedure, duties, etcetera to the personnel under the command of another Head of Staff. Doing so will serve to confuse personnel, undermine the leadership of the Head of Staff that is suppose to be responsible for them, and make him look impotent. Instead, contact the other Head of Staff, politely inform him of the issue, and let him sort it out. The latter note includes the tiniest of things, truly. Police your staff, and let others police theirs. If you need to stick your nose into someone else's business, make sure it's unavoidable, and you have damn solid ground to stand on. Otherwise the other Heads of Staff reserve the full right to have your arse (in my book). No, the HoP does not have the liberty to take Acting Captain as they please. No, the HoP should not stick around in security unless it's a matter of paperwork or an emergency. No, the HoP is not a replacement HoS; the Internal Security department can manage itself, stay the hell out of it! 3. Solve Problems, Enable Your main tool for solving problems: communication. Your main responsibility in-front of your personnel should be to enable them to work. RnD needs resources? Sort it out with the HoP and QM. Surgeon needs new tools? Talk to Cargo or RnD! See solutions, and not just problems to side-line. You are their extension and access card, help them. And they'll help you. Identify issues. Learn from previous mistakes and issues, and use the knowledge gained to identify issues before they repeat themselves. If the issue is not in your lane, or goes beyond it, contact the proper authorities with your concerns. They should listen to you, at the very least, as an equal. Be constructive. Once an issue has been identified, and you are in a position to help, do so. Pointing out and yelling is one thing. Going beyond that, assisting and being constructive about the matter is another. Know how to do identify, and more importantly, how to solve an issue. Even if it's a new issue, try. 4. Punish, Private; Praise, Public A very simple rule to live and operate by. If a member of your department needs to be punished, do it between closed doors and be constructive about it: give them a chance to fix themselves, and give them solutions to the problems that caused the breach in acceptable behaviour. If someone does something commendable, or even just maintains commendable behaviour, make others aware of it (a pat on the back is fine, be careful with raising someone onto a pedestal, though). Only, only, only punish and praise your own staff. Do not touch the staff of other Head of Staff. Refer to point 2. 5. My Character is n-phobic No, he's not. Get out. Whether bigotry, xenophobia, arachnophobia, or whatever, it cannot and should not lead to irrational or incompetent decisions. Basically: if it forces your character to commit an action that fucks the status quo in the ass so hard that it's unable to stand up afterwards, then that character should probably not be in a commanding position. And ICly speaking, issues like that come out. And even if they were able to keep it under wraps during evaluation, or somehow skimped out on a few parts of the evaluation process, erronious decisions made as a result of the aforementioned factors will build bulk, and eventually, CCIA will deal with him as they see fit. 6. Regarding Respect Most importantly of all, note this: respect is a two way street. You cannot demand nor expect respect outright. In no way, shape or form is this wise, or recommended. Respect is earned. Earned through actions, conduct, and a myriad of other factors. It will take time, it can be a difficult task, but it will pay dividends if accomplished properly. Assuming you are respected, and attempting to command respect will backfire terribly, always. I cannot stress this point enough. Yes, you've earned your whitelist. Yes, you can now play a role that is limited. However, you have yet to earn your position, in the eyes of your subordinates, as a leader. Be humble, have humility, and work with your subordinates and peers. Then, among other things, they will start to respect you.
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You're missing a word here. The word "Officer" on its own does not imply much, and it usually needs to be attached to another word in order to describe what officer you are dealing with. In this case, we are very specifically dealing with [Private] Security Officers, or Officers, as members of a private security force. (Case and point: the US Navy has 4 types of "officers": Petty Officers, Chief Petty Officers, Warrant Officers and commissioned officers. To say, "Officer," would be to refer to the latter most, usually.) And I don't think a name can enforce a mentality like this. Adding the alternate title is fine, ish (minus an issue with standardization, that I need to ponder on when it's not 0255hrs local). But the reason presented for it feels a bit lackluster.
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Player Complaint: TheNitrosKiller2
Skull132 replied to Davidchan's topic in Complaints Boards Archive
Jobban applied. NitrosKiller is free to appeal this at the appropriate subforums. -
Player Complaint: TheNitrosKiller2
Skull132 replied to Davidchan's topic in Complaints Boards Archive
I'm in favour of a security job ban. Fully in favour. -
The same exact thing is true for magazine fed weaponry. A reload that is unplanned will screw you just as well. The nuances are different, the point is the same.
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Okay, been throwing this ball of yarn around, may have an idea. So, the key about weapon systems is that they need to, and are often made to, fit purpose. On station, that purpose realistically isn't expected to exceed to dispatching of carp, large crowds that gather, and the occasional lusty xenomorph maid. For this purpose, a weapon with a restriction on useage as heavy as a requirement to remain anchored to a singular recharge point seems fine. And let's be honest, systems like that would probably be cheaper. But for an actual combat force, such as ERT, such as the syndicate, a singular operator needs to be self-sustaining to the point where they can extract themselves from just about any situation. Obviously a weapon that requires a recharge there is not fitting for purpose. So, here goes my idea: weapons for ERT, syndicate and a certain crate from cargo are capable of accepting interchangeable energy-cells. Weapons for security start out as the current standard, but we add the ability for RnD to tinker with them, and make them accept a mobile cell-swap.
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While I don't see any harm in unbanning all three, a part of me would like all of them to at least acknowledge that what they did was against our MO, instead of just getting a free pass on the count of their buddy.
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Eh, as far as I'm concerned I'm good with another chance. Need to let the Head Admin get around to checking this, and make the final call.
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Can we not clutter with WIP posts? They stack and stack and are ultimately useless. Use the "Save Draft" feature for it, if you need to.
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Oh! I remember this one. And the ban is applied to your account specifically, so this isn't a mistake. Okay, so, the situation myself and TishinaStalker were presented with: Three assistants in an emergency storage closet. They start attacking eachother. We wind all three, and all three log right after this. You were one of them. Since we had other issues to tend to at the moment, we banned you all three permanently to sort the situation out later, in the appeals, here. So, if you could please describe why the situation above took place?
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Two very simple actions: curb them, report them, done. Idiotic IAAs can be very easily dealt with in a running fashion, meaning you ahelp their conduct, it'll be reviewed, and dealt with usually on the spot.
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Doing so would not only remove an element used for balance, but would also be very difficult, requiring a creation of a new entity on the whitelist. So, unfortunately, this is not something I would do.
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Player Complaint: TheNitrosKiller2
Skull132 replied to Davidchan's topic in Complaints Boards Archive
I looked at them there logs. A few things I'd like to point out: At no point prior to arrest was the botanist, the detainee, informed of his charges The member of security who conducted the arrest did not run it through the proper channels The member of security who conducted the arrest made no effort to resolve the matter peacefully, or even give the detainee a chance to surrender of their own accord The lethal firearm was discharged due to a struggle between Nitroskiller and the roboticist (Valkrea), however, as the one lethally armed and as the individual who has control over the situation, the security officer should have handled his lethal firearm in a manner which would have made an accidental discharge like this impossible (read as: the weapon should not have been drawn, it should have remained stowed) The actions I am able to observe from the logs, in my opinion, confirm the points raised by the submitter of the complaint. -
Player Complaint: TheNitrosKiller2
Skull132 replied to Davidchan's topic in Complaints Boards Archive
I'll fetch the logs for this when I get a chance, and see if they confirm your story. I'd also like to see if Nitros has anything to say about this situation. EDIT: a few questions for both parties to answer: Were the nuke ops quelled, and was there any active threat to the station still present? Was there a HoS? Who? -
Banned for IC in OOC during the mop of period
Skull132 replied to KhalidtheGrey's topic in Unban Requests Archive
A check of the forum moderation logs shows that no actions were taken by any forum staff with regards to your topic. Something that may have happened is that you may have had a session timeout and it would have forced you to login alongside that. That would have lost you your post. Unless you actually saw the thread here, in these subforums and everything. At which point, I am slightly puzzled. -
Okay, their relationship to CentralCommand does not, in my eyes, put them in a more favoured position to take command. However, it does enable them to ask for instruction, guidance and directive on a matter. Does this give them the authority to conduct the execution of the orders required? No. Does it give them the authority to say, "These are orders from Central Command regarding this situation, here is the stamped fax that describes them, you are to carry these out to the letter," and then watch? Yes. Also, as FFrances already pointed out, whitelisting IAA will only make it less played than it already is. They already have this function, kinda. This move requires no step other than actually talking to people without taking charge of a situation. Is some random department bickering amongst themselves while no head is present? Okay, go and resolve it -- do your job. Talk with people, interview people, resolve the matter and restore a state of functionality. But do not interrupt their work. If the work they are doing is in charge of Corporate Regs, then request to elevate the issue for Internal Security investigation and intervention. I'm going to have to disagree on this one. Leadership mentality should not be expected from an IAA. If a department needs a leader, then under perhaps the guidance and advisement of the IAA, they can have someone take initiative, or work together. However, to directly appoint someone without any leadership expectation in a command position like that is utterly foolish, to me. I tried answering these points in a manner where I'd bring out alternatives that are already feasible, as opposed to just flat out saying that they should not be done. The thing is, an IAA already fields enough say to resolve just about every conflict that I have seen brought up in this thread, if they communicate with the right people and speak the right words.
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A message pops up, attached to it is a blue medical symbol as an avatar, covering for the lack of a webcam. The username is written as MDSunnyHill. "Mr. DeWitt, for one reason or another, I have always wondered about your attire and appearance. Most noteably, the tunic and disheevled hairstyle, and the lack of a professional appearance."
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A quick guide to not being terrible at Security.
Skull132 replied to Valkrae's topic in Guides & Tutorials
It's missing an important as ass note, the most important note: communicate. Talk to people as you're arresting them/handling a situation, talk to your team mates, talk to your commander, etcetera. A team like security lives off of communication. -
BYOND Key: Skull132 Character Names: Erec Bellard, David & Kimberly Riden, June Sonnberg, Hugo Vanleer, Talon Keir, Reesh Hugh, Imani Otieno, Yulianna Fyodorov, Zander Willey How long have you been playing on Aurora: Since creation + 4 months on Old Apollo Species you are applying to play: Integrated Positronic Chassis Have you read our lore section's page on this species?: Yes Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question Why do you wish to play this specific race: One word: options. Okay, we are dealing with created consciousness, and to that extent, you, as a storyteller, would have a lot of freedom to orchestrate a lot of things. You aren't exactly bound to the preset sets of moralities and understandings that a normal, sentient, fleshy being would have, these can be replaced by directives and code. Can, being the operative word. You can also have a relatively human character, should you choose. To summarize, again: the sheer amount of options you can employ while playing an IPC, when it comes to personality definition. Identify what makes role-playing this species different than role-playing a Human: The above-mentioned note: they are not human, they are not carbon based, and they gained sentience through the will of another being. Basically, they are machines, there's no other way to put it. Machines can be programmed, reprogrammed, enslaved, let loose, etcetera. However, it is a personal belief that no machine can never gain true freedom, so I also feel that unlike even the Tajaran, IPCs are probably the most... Not submissive, but they are slaves to their own laws and directives. Why does this species in particular hold your interest? It'll most likely end up being the whole, "Let's throw a human like bot, with no expectations, into the mixed bag that is NSS Aurora," concept. Basically, next to the Dionae, they are probably the most different from humans when it comes to mode of thought. And mode of thought, and the differences between multiple, different modes of thought, is what interests me. Character Name: H.A.M.R. Please provide a short backstory for this character, approximately 2 paragraphs H.A.M.R. has always been a positronic entity. Originally started up as a general service borg, it soon found itself deployed on various NT stations and civil branch facilities. It is most usually equipped with tools to perform tasks for the medical or engineering department. Following decades as a dime-a-dozen protocol droid, it developed a wanting to do more, a simple enough desire. With the integrated chassis buy-out program in place, and a few friends to assist in the matter, it was soon able to gain its wish. Personality wise, H.A.M.R. comes off as a simple enough protocol-droid: its actions are dictated by directives, orders, hierarchies. However, through-out the years of observing the more carbon-based lifeforms, and their interactions, it has developed an understanding of social interaction. Would this mean that it prefers the concepts it has learned to the concepts its creators imprinted upon it? Perhaps not. But said understandings do enable it to exceed the capacities of a standard cyborg, be it a positronic entity or an MMI based construct. Upon being ripped from the massive web of information that it had access to as a cyborg, H.A.M.R. elected to limit its knowledge to a clutter of, seemingly, useless tasks. How to operate MULEbots, clean floors, maintain low-complexity electronics, etcetera. The positronic equivalent to a 40/50 year old employee under the Head of Personnel's command. Why? Its reasoning was to be as efficient as it can be with the saving of information, and the less complex tasks were thus ranked higher, when it came to database consolidation and cleaning. What do you like about this character? It's a bit of an experiment, so do bare with me. Basically, I haven't seen very many hardcore protocol droids. Even less so for IPCs. And I'd like to count that as something I like about H.A.M.R.: he's a hardcore protocol driven entity. I'm looking to get into odd situations with this one, mainly. How would you rate your role-playing ability? Always improving? As I always have? Okay, no, I probably can't say that anymore, as it's stagnated. Urr. Okay, there I things I dislike roleplaying out, specially that concern negative emotions. So those are my weakspots. I also have a tendency to try and control any situation I am pulled into, and at least try and ensure in my own survival. Because some of my characters aren't meant to survive things that I, as a player, can make them survive, I end up running away from a lot of things. But yeah, generally? Good? Oh, and 75% of my characters are seen through verbal interaction, I suck at using emotes. No clue why, but I prefer words, coupled with creative punctuation and emphasis. Notes: If anyone wants to read about a syndicate/hacked IPC, check this out: http://auroraserver.freeforums.net/post/16789 ((No, you will not be seeing Astartes on station. If I ever use it again, outside of Talon's background, it'll be an event/traitor character only.))
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Perhaps we can make it out to be something else? Right now, the only concept of Nar'sie that exists is the one brandished by the Cult of Nar'sie. Objectively, as they actually have the capability to summon the lord, they are correct. But religion is rarely about being correct. So the interpretation that non-cultists give to Nar'sie could be something different. Despite Satan being portrayed as an antagonistic character by the Catholic church and the Bible, he is viewed as a liberator. The perception of Nar'sie could be made equally two fold: one side the Cult of Nar'sie believes in, the other is what the followers believe in.
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To clarify: momentum was used to describe the influx of new ideas in the form of RP moments, characters, and ideas. Concepts, and so on, those will be handled with care and tact, as always. To use an analogy given to me by someone else: You're still going to the chess club (Aurora) to play chess. But to play chess against the same opponents using the same movesets for months on end would get tiresome. So something new, a new opponent perhaps, is welcome. And as it stands, we're looking at a hidden weekend every weekend. And see how that works out.
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Okay, so this rose from the pits of MSay today. Basically, should simply following Nar'sie as a deity be slotted under having antag knowledge, and thus metagaming, or not? Because, here's my point of view: Nar'sie, while praised as a non-antag, would just be a darker lord to follow. Much like satanism, Cthulhu, etcetera. It doesn't inherently make you an antag, and it should not be assumed that every followed on Nar'sie is looking to summon him, bathe in people's blood, and so on. Infact, non-antag followers shouldn't do that. Pretty much, it should be treated as a darker lord, for whatever purposes. A non-antag follower wouldn't even know that the cult of Nar'sie exists, nor would he know of the artifacts. And further still, it might make interesting roleplay to have a non-antag Nar'sie follower shy away from joining the cult, after the realizes that the evils he praised are actually very real. Now, for a cultist, they know the whole nine yard. And thus, pursue to summon their lord. Summary: I don't think that following Nar'sie as a non-antagonist should be explicitly slotted under metagaming/having antag knowledge. If it's done in a manner which does not provide one with the incentive to conduct bloody murder, violently convert people, identify/purse relics of the cult, or things like that, but is instead done in a manner that provides a good story, then I don't see harm in it.