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Skull132

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Everything posted by Skull132

  1. Point one, I don't make characters who are super complex at their core. Or rather, I do, but I do so following the mantra that, "the highest level of complexity is simplicity itself." So, whenever I hop back into a character, as long as I remember the core concept, I should be able to remember the rest. I also cheat a little. I usually cycle between characters, and as I come back to playing an older one actively, I may age them up to explain the change in mannerism which is bound to occur as I go through and remember them. Point two, how to manage knowledge of other characters. Basically, who knows who. Again, I cheat. If I am ever uncertain as to whether or not my character knows another character, I strip my OOC knowledge of the other character to rumor-mill level, and roll with that. I find that it's a good compromise. And I also do what Gollee does, with some of my characters. Basically: find a set of tricks, mechanics and cheats that help make it easier for you. I know that some people keep notes, if not extensive records and spreadsheets, for example.
  2. Super cool the wasteloop as much as possible, from as many atmospheric substations as possible. Also, you can try it on the server, provided all of the command staff agrees. Might make for an interesting makeshift colony event. (Wtf even is it with people telling others to stop testing interesting shit on the server? Remember the time when Duck super heated the entire fucking asteroid? Or when Delta blew up arrivals? Yeah. Good times. Let there be more. Reward initiative, instead of stomping on it.)
  3. Same story as with Incog. 1 week trial for a returning moderator, let's go party.
  4. Why not keep both? A random fact and a day of the whatever greeting.
  5. This sounds a lot like robotik, on the surface. Keks were had.
  6. One week long trial issued. If no complaints rise, he'll be granted back his moderator status.
  7. Applicant placed on trial for the next 3 weeks. Please provide feedback as they manage issues that involve you!
  8. Find me lore devs to write up enough facts for it not to get repetitive, and sure.
  9. Applicant placed on trial for the next 3 weeks. Please provide feedback as they manage issues that involve you!
  10. Applicant placed on trial for the next 3 weeks. Please provide feedback as they manage issues that involve you!
  11. Holy shit, this has infographics and everything. Give me like, 3 hours to decipher all of this, and I'll get back to you.
  12. I'll just keep referring to all synths as slaves, or tools, or anything else not living, and watch people try to feverishly protect them.
  13. The Leaders The Head Admin and Head Developer are the two highest ranking members of staff. They are responsible for the "core" teams of the server -- the two teams assigned the most precedence, consideration and resources. In the absence of one, the other is expected to carry out both duties until a suitable future arrangement is found, unless the absent leader assigned an interim leader. (This is how I've ended up being the Interim Head Admin twice: neither Head Admin assigned a direct replacement.) Equality also dictates that the Head Admin and Head Developer are responsible for keeping each other in check. The other leaders, such as Kekboot (Lore Master) and Gollee (DO Leader), basically receive their power and space to work with from the Head Developer and Head Admin. The Head Dev and Head Admin basically enable the other leaders to work. The Teams 4 teams, all separated from one another, with the exception of the Admins. This means that a lore writer cannot tell a moderator what to do, a moderator cannot tell a developer what to do, etcetera. Admins are slightly higher, and are basically woven into the DO and Lore teams as advisers with capacity to hold or overrule, as necessary. This is mainly because the Admins are responsible for bringing to life whatever devilish creation the lore team wants to propose this time around, for example. The hierarchy of The Administration & Moderation Staff is relatively simple: Head Admin -> Primary Admin -> Secondary Admin -> Moderator/Forum Moderator -> Trial Moderator. Though, note. This is the idealized hierarchy, or the on-paper one. The reality of the situation is that we all huddle up and cry in the corner together, instead of going to the next person of rank. The other teams have arrangements that are a lot more flat. That is to say, there is simply a leader and followers. A Duty Officer Corps Leader for the Duty Officer Corps, and his assortment of DOs. Lore Master for the Lore Team, and his assortment of writers. A Head Developer for the Development Staff, and then his specialized developers, whether they be mappers, coders, etcetera. I hope that answered the question. Most of this info can be found here: http://aurorastation.org/staff.php
  14. Because the issue is actually rather hard to chase down. Then again, I haven't fully, properly attempted, but yeah.
  15. The admins, mods and I may need to have another bash over this topic of tone. Apparently something that's slipped off my original agenda, wee. As it stands, and from what I've gathered, the tone is acceptable and should be treated as apart of standard moderator MO. As such, the complaint should be void. This will be done over the next 7 days, due to me being mostly inaccessible over the next 3 days. Though, do not take this as, "I will make sure this doesn't happen again." I want to review where the team is on the topic, why they're there, and then adjust if necessary. Anyways, my personal gripe with the situation was the fact that Aqy chose to call out someone publicly, instead of PMs. The logic is, if a discussion is going on, you don't want to derail it by calling attention to a mistake someone made. Instead, you poke them and let the convo keep rolling. Unless the entire convo is crud, at which point, global mutes and public berating, ahoy! This was discussed with Aqy, and the rest of mod staff, however, and resolved. Also, I feel the need to poke this in. Everyone, over these two complaints, has tossed the word "adult" around. But no one seems to grasp the full understanding of it. Point one, being an adult means being able to suck it up and deal with things. Point two, being an adult means knowing how to approach a situation. Point three, being an adult means that you don't let someone sidetrack you so hard that you end up causing OOC to get muted by tossing silly comments around (psst, simply avoid people like that), and then whine about them being a bad man. Srsly.
  16. Server Moderator Application Basic Information Byond Account:Nanotoxin Preferred means of contact: Forum PM's, Skype Age: 18 Timezone: EST How often do you visit/use our forums?: I'm on the forums every day, as I browse them at work. Experience How long have you been with our community: I've been with this community since late last september Do you have any experience in forum moderation or administration?: I do. I've been a moderator on a prison server for CS:S, a Garry's mod Prop hunt server, and have adminned two different Minecraft servers. Have you ever been banned from our server or forum, and if so, how long and why?: I have not. Personality Why do you play SS13?: I play Space station 13 because I enjoy being able to interact with such a large community in such a way that isn't 360 no scopes, or hacking and slashing. I'm actually able to have conversations, make friends and enjoy myself fairly well. Why do you play on Aurora?: I play on Aurora because I enjoy the Aurora code, and immensley enjoy the community/player base. I have made a lot of friends on this server, and I always enjoy making more. What do moderators do?:Moderators assist the admins in whatever task they need assisted with, to make their lives easier. They help contain any outbursts that may arise on the server, as well as help out game mechanic questions. What does it mean to be a moderator for our community?: I'd say a moderator for this community is the same as any other community. To watch over the community, make sure everyone is enjoying themselves while also following the rules and guidelines. Why do you want to be a moderator?: I want to be a moderator because I want to be the change I want to see. I don't want to complain about the server, I'd actively like to improve upon what is already a good server. I'd like to help all those who need it and make sure admins are happy. What qualities do you possess that would make you a good moderator?: As of late, I've come to a spritual, and have become much more self away in my actions and behaviours. I have also stopped using any type of illicit drug and I think I have returned to when I was an admirable person. I am able to maintain professionalism in any sort of situation. I like for problems to be worked out and talked about. I enjoy helping and including people. How well do you handle stress, anger, or insults?: I handle them very well. I'm much more relaxed and able to handle any situation thrown my way. I'm also willing to provide examples to back these claims up, if need be. Anything Else You Want to Add: I thank you for taking the time to read over my application.
  17. I read through the logs. And I also got ChrisCa's opinion on this while not exactly asking for it, but sure. I actually didn't see any hostility in the discussion, up until everyone started splerging out after Chris started shouting in big capital letters. The conversation still had a point to it, even after the few off-key comments by whoever (like Letz_Shake). And as Sierra, an active participant in the conversation, said, he didn't even notice them. Further more, the remarks you bring out are singular, if not even constructive. An example is this one: This is not hostile, nor is it destructive. It is constructive, on point, and yes, critical of someone's actions. But if we want to treat out players as adults, should we not permit constructive criticism? Obviously, stupid/overly aggressive cases excluded, but this discussion seemed like a rather decent one. And miles better than any debate about politics or the usual furry-related things that devolve into memes about 15 posts in, and then get muted. I will also write out what I said to Chris. Chris pulled an ad-hoc explanation whenever he discussed the matter with me. "These discussions always end up in passive-aggressive flamewars," he told me. Alright, that's fine, but we'll deal with it then, and not preemptively. Because once in a while, people will legitimately surprise you. In fact, the conversation derailed right as Chris rolled in, and derailed it. Which is a shitty thing to do. (After which point, yeah fine, a mute was a way to defuse it. But I'd rather just that we not have ended up there in the first place.) At least, that's how it seems to me. If I am wrong, please correct me. Thoughts?
  18. Honestly, I don't plan on porting the systems. Cause, too lazy, and I don't like being placed into a frame. We should figure out what we want them to do for ourselves
  19. I used to have a, "n amount of crazy ventures per month" criteria. Annnyways. I have an idea. Instead of skills, why not make a system kind of working around this issue? This is resorting to some level of plagiarism, but fuck it, we'll give credit where it's due (Paradise and Jamini's motley band): implants. Here's the idea. We give everyone an X amount of implant points, and have two categories of implants: general ones, and job specific ones. The combat oriented implants give you things like, make you harder to disarm, or make your punches a little stronger, etcetera. This would create a dynamic similar to skills, but I think it'd be less in the way of jutting into your face as this one thing, specifically created for combat. Thoughts?
  20. The way it should be done, as of right meow, is that the decision to go out and fight is scrutinized. We don't scrutinize how effectively you fight (unless it's a very blatant case of shitty RP, like a weedy scientist using a sniperrifle for kek headshots at max range), but rather, your decision to fight. I actually really like one thing about the present system: shit gets real hilarious when you have a character who, backstory wise, is supposed to be this badass, but you can't hold a dime in actual combat. And we can't really remove that element of the game. Even with a stats system, better players, who know more maneuvers in combat, such as the fact that stun is more poweful than lethal, or when to disarm over wailing on someone, will still be better. Even if their stats are worse. We could just add modifiers to attacks, but even still, a good player would know how to bypass them. The lower your agility, the lower your chance to disarm? Welp, gotta make them stungloves, or use lockers now. I don't really know if it would solve anything, as opposed to just shifting the issue a little. EDIT: what I mean. If skills were incorporated in a fashion where they would negate this effect, then they would be all-powerful. That is to say: skills would dictate who wins a fight, end of story. Which, in my opinion, is lame. Skills should be modifiers that make things easier, require less tries. At which point, a good player can still win, even if their skills are bad. Also, as an addendum, I do not want to incorporate any skills into the game, other than combat based ones. Why? Because the project would be unrealistic. The amount of checks you would have to locate, figure out and write out, would be near infinite. So, only combat related stats, plz, which are controlled through like, a maximum of 20 procs.
  21. Since I'm already incorporating shooting them off, I'll also incorporate the smashy bit. Though, there's going to be a force limit before the weapon has an effect on the thing, otherwise, if you can break it with a lightbulb after a short span of spamming, they're going to be useless v.v
  22. You click door, and it's attached and activated in one go right now. I think I'll keep it like that, for simplicity's sake. And it's removed upon swiping an ID with access.
  23. Looks pretty swell. Also, because I'm going to use one file per item, you can get fancy, and have lock/unlock animations, and I'll code them in. As for the deconstruction, I went a slightly easier path. 4 steps sounded like the optimal, so it's: Screwdriver off the plastic shell, thus exposing the metal skeleton/shell Weld through the metal cover Crowbar off the now-welded through metal cover, thus exposing the wires Cut the wires powering the magnets
  24. Theeese are pretty much done, now. I'm still sort of torn between having them energy consuming or not, but I guess I can mull on that until I get the sprites. I will also look into making it possible to shoot them off, or destroy them with energy swords and fireaxes and such. Speaking of which, I will now go and bat Killer for some sprites.
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