
climax708
Members-
Posts
54 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by climax708
-
Stationbound synthetics can speak Sol Common so... Eh? Lorewise, IPCs can be stationbounds that were unlawed/unshackled for whatever reason. Why can't they retain their knowledge of solcom?
-
What? Let IPCs know Sol Common Why? Because why not? I mean, why can't IPCs know Sol Common in the first place?
-
What?! You make airlocks degrade over time, making them do noises, open slower or with delay, and/or other nuisances based on RNG. You also implement WD-40 for engineers/janitors to maintain the airlocks with. But why?!? To give 'em something to do! They don't have enough work to do as-is.
-
Great idea. Consider adding some alternative drugs to achieve the same effect, but are more expensive to produce / have side effects. Would also give chemists more stuff to do (their job is mostly done 15 mins in to the round).
-
What's the security breach? The likely thing is that the only people that may use this breach are antagonists. I say let them! RP antags that exploit stuff in peoples records are better than murderbone antags any day.
-
What? Add another slot for bartender, and give them an alt title of Barista. Add a coffee shop to Aurora. Polaris has that. Why? A place for non-alcoholics to hang out, socialize, and RP Allows coffee lover RP that's not just vending machines "Let me get you a coffee" becomes more fleshed out (secretary RP) More variety to the civilian/service department! Seriously, coffee is a much more popular drink at work than alcohol. NT should cater to that, no?
-
Here's a few: Add some floodlights to medbay (some e-storage or in maintenance) so surgeries can have light in case of emergency (or engine not set up). As it is now, I grab the table lamps from the library in case of emergency. Add a cell charger to mining (for IPC miners that need to recharge their portable coolers). In the surgical theaters, instead of the instruments laid out on the tables, have them all in one surgery kit. Makes it more convenient. Add trauma kits to the surgical theaters. They're necessary for some surgeries. Add empty blood packs to the medical bays storage. Add a purge button to slime pens. When pressed, will sprinkle water inside the pen (to kill out-of-control slime) Add recharger (not heavy duty) to NT weapons firing range
-
Yes please! It looks like a simple thing to implement, and the content is already there! Why not use it?
-
Ckey/BYOND Username: Climax708 Position Being Applied For: Wiki Maintainer Past Experiences/Knowledge: I've been playing SS13 for a while now, and am competent in many game mechanics. I helped Baystation12 with their wiki (though their process is much more relaxed). Core competencies: Medical & Engineering. Examples of Past Work:Here's a blood donation form that I originally made for Baystation12, but adapted for Aurora (and would like to add to the wiki): Here's a Kosher certificate I made for Chaplains that want to RP Judaism & enforce proper food handling: And here's a Kosher cooking guidelines paper: Additional Comments: I'm a web developer IRL (I have never touched dreammaker code). I have some skills that may prove useful. Looks like you really need people to help maintain the wiki, and I'm up for that.
-
Chemistry/Pharmacy is hardly a full-time job. If you know what you're doing, you can make yourself redundant 15 minutes in to the round. That's why chemistry is staffed either by incompetent people, or not staffed at all. I've been around for a few months and... I don't think I ever saw a single nurse! No one plays that. Perhaps some incentive should be made for nurse roleplay. Virology is useless, so nobody plays that (and those who do SSD quickly), so that's that. I've seen a few suggestions on how to deal with this on the suggestions forum. Here are a few: https://forums.aurorastation.org/viewtopic.php?f=18&t=9548 https://forums.aurorastation.org/viewtopic.php?f=18&t=8878 https://forums.aurorastation.org/viewtopic.php?f=18&t=10113 https://forums.aurorastation.org/viewtopic.php?f=18&t=10302
-
A lot of thought and effort was put in to this suggestion. I think it's nice. Virology as-is is pretty bare (which is why no one plays it, and those who do tend to SSD within minutes).
-
That's great! Flavour is always a good thing in a hiRP server. I am not sure if flooding everyone in your vicinity with a log of your actions is really necessary though. Perhaps show this text only to the character doing the action?
-
What? Allow AI to use the drone fabricator(s) to create a drone controllable by it. It double-clicks the drone, and is now playing as the drone (with the option of releasing control and returning to AI-eye at any time). Baystation12 does this. Why?? Give AI something to do when there's nothing to do. If it can control a drone, it can be useful (like set up the SM engine in lowpop without engineers). AI-controlled drones should be able to communicate with the crew (like they can in bay12), and that'll open up some possibilities for interesting RP and situations.
-
It seems like the main issue is that cloning people is like "meh, shove them in and let them run out like nothing happened". It's a RP issue. You know how we solve sub-par RP issues? Whitelists! How about you make everyone DNC by default (or MIF), but if you're whitelisted you get the option of being cloneable. I'd like to share a RP experience I had in a different server regarding cloning: Playing M.D, some expedition went horribly wrong and three dead bodies returned back to the station. One of the bodies had the following post-mortem instructions: - Remove prosthetic arm - Clone - Remove organic arm from clone - Install prosthetic arm In addition to adding some flavour to the cloning process (suddenly surgery is involved), this had a roleplaying implication: - The character lost their arm in childhood due to some defect - Suddenly waking up as an adult (as if nothing happened, because clone yo) with an arm would be like WTF - If post-mortem instructions are not followed, gives character a reason for mental breakdown Benefits: More fleshed out cloning process, potential for psychatrist roleplay if gone wrong, etc...
-
I agree. The clerical module as-is is pretty much dead weight. These suggestions can make it way more useful. I wonder if it's a good thing for someone to be able to "claim" a clerical borg (by swiping an ID), giving it access to their comms and stamps. If it's an assistant of the HoP, it doesn't need the items for assist the rest of the heads. If we look at Polaris, they have a command role called "Command Secretary" (which is basically an assistant with bridge access, and command channel) for RPing with command staff (and helping them). Baystation has the "Bridge Officer" for this. What you're suggesting is basically a borg version of the same thing.
-
Yep, makes sense. You know how if you're wearing a medical HUD you can access the medical records by examining the person? I think a borg should have access to that (and sec records too).
-
Ezuo, can you elaborate on the "good reason that the engineer and atmos tech roles are separate"? The fact that currently "engine technician" is an alt title of "station engineer" is not a good reason to not make it an alt title of "atmospheric technician".
-
The idea: If you use a surgery tool on someone, it gets bloody. Period. Unlike how it is now, where as long as you do everything correctly the tool stays 100% clean all the time. Why?? Add more steps to surgery, make it more fleshed out & realistic Incentivize teamwork in surgeries (as there is IRL), where a medical resident may be asked to perform the duties of a Surgical technologist. Have the surgeon do the surgery, and a medical resident (or surgical nurse) take care of cleaning the tools between each use. More work for surgery preparation (making sure the tools are clean)
-
The proposal: You take the Supermatter Engine access from the Station Engineers, and give it to the Atmospheric Technicians. Why?? Barely anyone plays as Atmospheric Technician. There is no meat in that occupation, nothing to do really. Giving them such an important role will incentivize people to play atmostech, and give them something t do. The super mater engine has a lot to do with atmospherics right now. From obviously needing access to atmosia for the gases, to setting up the piping and filters. How is the engine different from atmosia? It makes more sense for it to be an atmos job, and it would streamline the process. Or alternatively, merge station engineer & atmos engineer occupations
-
The proposal: You take the Station Engineer occupation, and you take the Atmospheric Technician occupation, and you turn them in to one occupation. Why?? Here are a few reasons: Barely anyone plays as Atmospheric Technician. There is no meat in that occupation. All station engineers, when needed, do the Atmospheric Technicians job anyway (fix breaches, replace bust pipes). Station engineers need access to atmospherics to do their job (setting up the engine for instance), and if no one's playing atmos-tech then the engineers just break in to atmosia all the time. What are the benefits of the merge? Make engineerings job slightly easier (giving them access to atmosia) Remove a job from the list of jobs Or alternatively, make supermatter engine set up be Atmospheric Technicians job.
-
[Denied] ben10083's IPC Whitelist App
climax708 replied to ben10083's topic in Whitelist Applications Archives
Hi. I played along side B.O.B once or twice. Station bound synthetics are expected to be competent in the role they perform, but that particular round I'm thinking about left an impression that you're not there yet. But that's a different issue altogether. Putting that aside, why play a synthetic in a department that doesn't benefit from it mechanically (like medical)? Well, probably because you like roleplaying synthetics. I'd support it (for none other reason that I LOVE synthetics and I think you made the right choice), BUT ... From what I've read (and it looks like it went through multiple revisions), you don't demonstrate much knowledge of IPC lore (read a bit about it, including the Skrell lore). I believe it's important for a rich roleplaying of an IPC. I'm not sure about what value you'd bring as an IPC. A bland unmemorable machine is supposed to be a stationbound, not an independent positronic... -
Hi Munks, I had the pleasant experience of roleplaying in the same department as Izzsi Saeed. I play medical frequently. From what I've seen you're doing a great job making a believable EMT/Paramedic. I have absolutely no issues with the way you carry yourself IC, and OOC. Even though you're primarily focused on internal affairs, I'm sincerely looking forward to seeing you as a CMO sometimes. +1.
-
[DENIED]Climax708 command whitelist app
climax708 replied to climax708's topic in Whitelist Applications Archives
tbear13, Thank you for your feedback. Here's what I have to say about it: 1. I'm not a writer. Don't expect me to take your breath away with a fluffy back story. There's more to roleplaying than story telling. 2. My proposition wasn't to erase the Skrell attack from the back story. It was to erase it from the characters IC memory. I agree that it's somewhat isomorphic. Brutish expressed concern about the Skrell attack, and I proposed a solution. You say you're with brutish, but you don't want the Skrell attack removed. Do you have a better idea in mind? I'm open for ideas. By the way, I played as Yisheng on Baystation12 before coming to Aurora, and there's a hint about it in the back story. I'm not saying it remembers IC events from Baystation12. After all, there's a lot of lore difference between the two servers. -
[DENIED]Climax708 command whitelist app
climax708 replied to climax708's topic in Whitelist Applications Archives
I can definately work on it and clarify things. Yisheng is the same character I described in my IPC whitelist application, and most of its backstory was copied from the race whitelist app. The species maintainer didn't have an issue with it, and I got the whitelist. That's why I understand your issue (correct me if I'm wrong) with Yishengs back story is related to being command staff in particular, not IPC lore in general. Humans have loyalty implants. How would that work with Yisheng, given the controversial past? A lot of NT employees are Skrell, and NT wouldn't want its command to discriminate. I propose a solution. Please tell me if that's fine by you. Solution follows: Yisheng is given a choice. Remain as a normal surgeon, or advance to CMO but with a condition: * Yisheng must erase from its memory the Skrell incident. I believe Yisheng would accept the proposition, because it's content with its past in the first place. Becoming unshackled (by accident) opened some doors and opportunities that are otherwise locked for lawed synthetics. This has positive utility. The benefits of this solution: - Not having to re invent an existing character - Character building - Removal of IC reason to hold grudge What do you think? -
[Accepted] Yonnimer's IPC Whitelist App
climax708 replied to Yonnimer's topic in Whitelist Applications Archives
How does an IPC differ from a station bound synthetic? Both are machines that were "built"... Your statement that IPCs have no "culture" is only partially correct. There's some relevant info in Skrell lore (specifically the three incidents, Glorsh rebellion, and Glorsh-Omega singularity). IMHO you should know that if you're playing a synthetic. Oh, it's Grown By Star Light? Definitely great roleplayer. +1 from me