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wowzewow

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  1. wowzewow

    Crew Memorial

    This would probably have a lot more meaning if it wasn't just possible to create a disposable character for every canonical event and running into danger to kill themselves.
  2. this should be in the lore canonization applications section
  3. Not my PR. Seeing the reactions this probably should be discussed. https://github.com/Aurorastation/Aurora.3/pull/18404
  4. Voting for Dismissal as well.
  5. wowzewow

    Return Rat

    I can't believe I've been here long enough that people have already forgotten how bad rat roleplay is. Anyway. This has already been discussed ad nauseum. Immediate vote for dismissal.
  6. Yes, of course. 1. Porting Man. The thing is. I really would agree with you. But it is simply a matter of difference on when. Again, the majority of sprites we have at the moment are 2007 /tg/ codersprites. I do not blame any amateur spriter using it as a reference, because they don't know any better. What do I say then? "Sorry, I have to reject your sprites because look terrible, and it is through no fault of your own that you chose to use codersprites as a reference." It'd be like if coders had nothing to go off other than 2010 Aurora codebase documentation, and then asking the team to singlehandedly and uniquely code shuttles and exoplanets. It's unfeasable, it's populist. Unless this can be rectified we will be at an impasse until the end of time. 2. Spriter Guide/Palette Stuff We wouldn't even need to have this conversation if I was allowed to simply get all our sprites up to speed instead of this endless back-and-forth. It's basically playing a constant Ship of Theseus of trying to police our new sprites and fix our old sprites. It is humanly impossible for me to juggle so many people with differing artstyles, wants, needs, visions all at once. Especially given our revolving door contributors over the years, a consistent artstyle will simply not emerge from randomness. At the end of the day, only after all is said and done, then we can constructively work on an artstyle. Until then we're basically just stuck reinventing our own wheels over and over.
  7. Unfortunately, since Goonstation has a differing Github license than ours, we cannot port things from them. However, if you *do* find an alternative that similar on another server, it would be much more likely to be ported.
  8. On Direction : I've made it very clear in the past, and most of my views have not changed on the matter. They are not staff restricted, and free to read on the across the forums on the Guides and Tutorials. If you ever do plan to sprite, are spriting, or have sprited, I urge you to read them. I'm frustrated that I have to keep repeating this againl : Port whatever that already exists in game and from other servers. Unique Aurora things should be appropriately given tailor made sprites, unlesss sufficiently generic to fall into the former category. This is mainly to just stop people from constantly reinventing our own wheels and waste their own time. Once porting is complete, we can use all the assets we've gained to springboard more effectively into building our own repository. Honestly, I can agree with your rhetoric about not porting. However, it is simply not feasible at the moment. Average day-to-day spriters on Aurora do not have such a wide repository and knowledge of other servers. Typically, our current sprites, which are extremely dated, are used as reference, and in turn, create sub-par sprites. This isn't ideal, I do not like people wasting their effort with poor tools. On Artstyle : I have exhausted all possible avenues of discussion about our artstyle with you. Absolutely basic concepts for a cohesive artstyle cannot be agreed upon. Palettes : You have disregarded discussion on. Perspective : Matt had to do a veto to go forward to use 3/4ths as a perspective. There are a myriad of other issues, but the main point I would like to put across is that your idea of an artstyle has no documentation whatsoever. There is nothing I can work with. On Porting : As to my knowledge, I do not know of any ban of porting whatsoever. All I know that exists is a restriction on porting from other servers with differing licenses. I remember my discussion with Arrow when I mistakenly ported a slot machine from Goon (which was later rectified), with a different license from ours. As far as I know, you, Kyres, have been the main, and only spreader of this rhetoric. In no point in this project you were forced to overextend yourself. In fact, I specifically requested you to stop and wait for other spriters to finish their work as well so we could cohesively move forward together as a team. Was it the best decision at the time? Debatable. But it was the best decision I could make at the moment with the knowledge I had at the moment. Then, for the walls, I had to grapple with you on deciding on the actual perspective of them because wall-mounted objects relied on their shape and form before I could start working on anything. You were advised to stop working on walls any further, and I explicitly warned you that any work then on would be subject to further changes. You then decided to wordlessly drop new computer console sprites, which was not requested, nor wanted, at all, as well as wall mounted objects. Which I very explicitly expressed that I would be working on. Which, I might add, time and time again, you have tried replacing. Across multiple PRs. I cannot fathom why you have kept doing this, other than leading me to speculation. They aren't even ports - they are fully original made sprites by myself. Same as the computer consoles. Which you also baffingly tried to replace as well, with pale imitations of TG style consoles. Which also lacked a majority of program sprites - which the existing ones already had. I'd understand if you tried to replace ported things, sure. But trying to replace my completely original sprites which are already well situated in the server is confounding. I accept that this project has not been as well organised as it should have been, seeing as it's the first major project I've undertaken in leading other people. I have good faith that this is just a comment on my mismanagement of my project and nothing else. No, it is not. It is to organise and genericise sprites for future use, as well as to expand our sprite repository for future exoplanet and event projects. For most events you have worked on, you have mostly wordlessly worked on your own seperate branch, before asking a Head Developer to merge it to master without a PR. Which is perfectly understandable, to keep events spoiler-free and under lock and key. Most events were self-contained anyway, and would have no lasting effect on the artstyle of the server. Similarly, in the Adhomai arc, a lot of assets were not seen anywhere else, and unique to Aurora's setting. Therefore, there was no need for any major changes. For the Konyang assets, I am not sure what alternative course of action I could have taken here. It was already bundled and merged into the codebase without much fanfare. Making a follow-up PR to rectify thing was the most sensible thing to do for me, after you went no-contact with the server and left without a trace. There a mismatch in perception of how much I had changed. Most of it was organization, and some were basically palette standardization and improvements so they can also be used outside of Konyang. Not to mention a sizable chunk is original work done by myself, and a lot of original content made by other developers have been completely untouched, save for being moved to different .dmi's and folders. This is a very large assumption to make about the wider community. However, I would like to formally apologize to Nienna, who was caught in the crossfire of this, and Atteria especially. Closing Thoughts : Frankly, I'm very emotionally exhausted from all of this. As if my original work does not matter, for all I've done for this server : contained sprites, fixing inhands, overlays, animations, myriads of loadout clothing, the fact that they can be recolorable, multi-colored, all of the different variants and alt-styles. For a complaint about me devaluing other's work, I've really had come to grips on how much I've been pidgeonholed into being "THE PORT GUY".
  9. Well, I was thinking it of being more of an opt-in thing. You don't have the obligation to answer it, but the option is always there.
  10. Sounds good on paper, but I don't really why this can't be done on an unofficial capacity. Main concern with Staff bloat isn't going to be particularly benchwarmers and braggarts, but most likely the administrative overhead. Having a dozen or so quasi-officiated mini-mods is going to be another thing moderators and admins have to keep track of. And I don't particularly like the idea of picking favourites in the community. You are either part of Staff, or aren't. It carries a certain amount of responsibility that necessitates this sort of division. As for mechanical mentoring, I do not think this is necessary. Aurora already has a reputation of being one of the most forgiving places to learn SS13 mechanics in, namely because of the low stakes and low intensity gameplay the consistent Extended rounds provide - we don't particularly have round-the-clock fragging that Goon or /TG/ does that neccessitates this. As for lore mentoring, we already have the Lore discords. I'm not a Loredev by any means, but it's been the forefront of Lore Team community outreach, and will likely continue to be for the foreseeable future. However, I am not opposed to implementing a Mentorhelp system for /all/ current staff, Devs, CCIAA, Lore and all. They have chosen to invest a large time into Aurora, and are more likely to be able to help with any, if not all issues, aformentioned Mentors deal with.
  11. This is actually against the rules. It is not allowed to name custom items after departmental uniforms. If there are any missing suit sensors, or alternative uniform types that are lacking, then please request for them to be made.
  12. Of course, no problem. Perspective, for the most part, and this is two-fold. I have a fresh pair of eyes only someone from a wholly different background could only provide. Speaking of which, my tenure as a developer has greatly improved my judgement on what is possible for lore-related things - whether it should stay on the wiki, or could be implemented some way or another in an event or what-not. I know what works, what doesn't, and what to do to make it work. I'm very cooperative - I'm open to feedback, compromise, open discussion, anything goes, so long as it's reasonable and feasible. Well, I'd like to reiterate that this is only a small part of what I plan to contribute content wise in my tenure as a human lore deputy - it's just one of the more prominent examples that I've given the most extensive thought over. It's only a small part in what is to be a greater project to mostly unite and improve all of human lore's planets to be up to code and more standard with one another, such as Pluto and Europa, for example, which lack a Culture section - not to insinuate there is a lack thereof, but perhaps needs more elaboration and categorization. Some planets have different methods of categorization, some with different styles of writing. Some have their history near the top, front and centre, Elyra has it near the bottom. It's rather headache inducing, especially given the herculean task of comprehending the entirety of Auroran lore, and I plan to amend that. An improvement I'd like to add to most, if not all planets, would be short Character Creation Guides, outside of the OOC "This character is from a region of X, and is enforced by administrative staff". Most of our gameplay and natural exposure is not with the planets themselves, but the characters that come from them - hopefully this will seek to eliminate "Biesel syndrome", where players are more comfortable in making more adventurous characters, knowing that they have the approval of the lore on their side, rather than passing remarks and advice from the Discords. Another major part of lore I'd like to expand upon is how faction interaction affects the minutae of daily life on the Horizon. Space opera is fun and all, but doesn't pack as much of a punch as I'd like to. There's already inklings of factional interaction on the Horizon already, for instance, the rivalry between Biesel and Sol, Dominians grouping together for events. There's a lot I feel that can be explored, and make selecting one's faction have a much greater impact - perhaps Dominians would look down on Coalition of Colonies' people for being welcoming to IPCs? Bieselites, Elyrans and COC members being all buddy-buddy from their shared heritage of being freed from Solarian authority? Not to mention all the non-human factions I'm omitting. There's a lot of unlikely friendships, conflicts and player interaction that can stem from this, as well as real-life geopolitics we can take inspiration from. Perhaps a faction relationship chart would be in order, but I digress. To elaborate on Americentric, I am not referring to being focused on the United States, the country, specifically. My main point was more focused on American cultural zeitgeist, namely as a basis for the main point of view for writing other cultures, being the baseline, "generic" culture. It's not entirely anyone's fault, but it just so happens due to the nature of the fact that a portion of lore writers, present and past, are American, and are used to writing this way. I've gone over this in more detail in my response to LVS, but again, it's akin to the Aliens, Weyland-Yutani style of writing that focuses on how Japan/China would affect the United States primarily - joint colonization, corporate mergers - "this is how X would affect the US, therefore, this is how X would affect the world as well." rather than how each country would seperately interact with the world. It's hard to explain, but it's a bit of a disconnect from how Wikipedia presents itself in more of a diplomatic, United Nations-style globalist and neutral style of writing. I'd like to again reiterate that I am not of the view that the entirety of the lore is as such, only parts of it. I can see the sentiment, but for the most part, my duties as a developer and Spriter are far divorced from writing lore - even for helping out with events, I am mostly there to discuss feasibility and the in-game mechanics of such, rather than having any involvement in how the event or greater repercussions in lore, or any arc that it resides within. Although I can understand how one may draw similarities from Developers and Lore writers as being "creatives", I believe it wouldn't be much different from having a member from the Administrative staff be a Lore writer, and as before, there have not been any issues with them.
  13. Seeing this as already addressed, locking and archiving.
  14. Voting for dismissal
  15. This is powercreep, literally. Textbook definition. We don't need an arms race of continually adding weapons to each and every job. Miners are already balanced around KAs - having shotguns also inadvertently fucks over Antagonists as well, intentional or not, because KAs are balanced around doing little-to-no damage in atmosphere. Arguably, you could order guns as Operations, but that requires going through the bureaucratic process, which keeps it in check. Just nerf the speed and damage of the simplemobs. Either that, or as Carver said, reduce the spawn rate. Voting for dismissal.
  16. I like the idea of protists, actually. It helps to tie into the "life-seeding, last common ancestor" vibe that Diona have going on. It also helps that protists are more general - rather than trading a plant pidgeonhole for a fungus one. This can help to expand the baseline Diona and allow them to really pick and choose what to get from both plant and fungal life. Hell, some can even specialize towards one path or another, which ties into the Diona growth theme where they slowly find themselves and their place in the universe. Some can specialize depending on their origin, too. Perhaps they have the ability to graft foreign lifeforms to themselves, in order to replicate it. Like a Skrellian Diona, who is adapted to aquatic flora, has blue blood and synthesizes Dyn. Again, this really opens the floodgates for new Dionae subspecies, if the team chooses to do so - one can choose to specialize towards plants or fungi, a bit of both, or something new entirely. This will also hopefully prevent retconning past lore, just with a few minor adjustments.
  17. Changing to being fungi-based is a really drastic and fundamental change to the well-established identity of Dionae. Being plant-based symbiotes with fungi would achieve similar results proposed in the document, while still preserving their plant based origins. A more fungi-focused version of Dionae would work better additively as a sub-species, rather than a complete replacement.
  18. 1. I should've specified : "a sizable chunk" was a gross oversimplication, I apologize for that. Let me preface this that this isn't like a lack thereof of representation in the planets, no. The Human Lore team has done a wonderful job of incorporating new and diverse planets with name/cultural background restrictions. Some need some polish, but for the most part, they are fine in what they achieve. This is mainly directed towards Biesel, Mendell City, Sol, Earth - Dominia, to a lesser regard, the "generic" origins, in that regard. Rather than Anglo-centric, I think a better term would be Americentric, in the cultural sense - the example would be the backported Bay lore, the Aliens-reminiscent Weyland-Yutani/SolGov writing that "oh, Japan China's going to take over the economy, and half the world!" And I feel that there's a lot of wasted potential here because, in lore, at most, are switching a round a few names of important people and places to Japanese/Chinese and calling it a day. Understandably, Dominia has it's own thing going with it's monarchy and planet stuff, so there's less focus on that. Despite this, I don't think it would be very difficult to implement - elaboration on how someone's heritage and/or culture influenced their decisions, how congregations of ethnicities created special regions, etc. would be a major improvement to start with. Then, we can look forward to adding more diversity if it makes things more interesting or helps to explain things better. 2. If it were up to me, I would change the human sections for Konyang to be more of a greater representation of the Sinosphere, namely balancing the extremely Korean-sided planet with other facets, mainly with Japanese and Taiwanese culture. (I say Taiwan here, despite it not existing in Earth lore, because it is more well-suited for what it represents culturally for Konyang - Mainland China's culture can be expressed through Sol and Dominia.) There is a definite demand for these - we've had a consistent, albeit sporadic amount of Japanese and Chinese characters, so I think it would be worthwhile to work to improve their ability to create these characters. I understand that this falls within the purview of the IPC Team, so I look forward to working with them in this project. Understandably, since this is a Human Lore application, and not an IPC Lore application, I will provide Gadpathur as another planet to improve. Namely, the other cultural and characterization aspects, such as South Asian cuisine, it's myriads of vegetarian meals, Sports, a modified version of Cricket as an example, and expanding the non-military aspects of it. This is mainly to allow people to create more complex and multi-faceted characters, rather than being pidgeonholed into a one-dimensional "Anti-Sol" archetype. Again, this will be not limited to Gadpathur - I look forward to updating the other planets as well to make them all equally as good. 3. First and foremost, I would write a pre-emptive warning in a news article, as well as in the event information, that should one choose to bring their Solarian character to the event, that they would be liable to conflict, combat, and potential death. Gadpathur is a militaristic and jingoistic planet, with a very clear modus operandi, so it should be readily-available information. Secondly, to prevent needless heckling and antagonization, I would make it so the SCC is withholding something important from the Gadpathurians. No comment on what it would be, but the important part is that the main liasons are the heads of staff and the Gadpathur chain of command. Gadpathur, with it's rigid top-down military management would immediately snuff out any insubordination and would force its people to give begrudging respect to any Solarian SCC crew. However, the crew not completely immune - the Captain's main goal would be securing the undisclosed deal with the Gadpathurians, so they would still allow troublemakers to be arrested under Gadpathurian law. Third, I would make use of mapping discrete zones mainly for the safety of Solarian crew - should they choose to venture deeper into Gadpathurian soil, passing border inspections and the like, they would consciously subject themselves to a higher level of caution. If they choose to stay at the docks, then they would be completely untouchable, sure, even though they would miss the action. It is not about preventing death, per-se, but more of whether one's death felt earned, and I feel that contributes to the frustration of canonical deaths.
  19. Ckey/BYOND Username: Wowzewow Discord Name: alsoandanswer Position Being Applied For: Human Lore Deputy Past Experiences/Knowledge: I've been playing since 2017, with a short hiatus in 2019 and have been developing for Aurora ever since. Examples of Past Work: I've had a hand in a rather decent chunk of lore arcs, some minor, some larger. I've also had a hand in working on the Wiki as well as assisting in some lore-relevant PRs as well. 1. Why are you applying for this position and why do you believe you would make a good Human Lore Deputy? I'm mostly applying for Lore Deputy because the scope of the work I plan to do precludes me contributing on a small scale. There are many pages I'd like to update, rewrite and maintain. Communication with the Human Lore team would be a huge boon to me as well. I believe I'd be a good choice because I'm a very pragmatic and realistic person. I've got a wide depth of experience I can draw from such as my experience developing and wiki-developing. I like to do my research, with a focus on quality and consistency. I'm no stranger to dirty work that otherwise wouldn't be done from my tenure as a developer. 2. What is your favourite part of Human Lore and why? What is your least favourite? (Note: If you submitted something that was canonised and is now part of human lore, you may not select your own canonised submission as your favourite or least favourite part of the lore.) I profess, it's a rather personal favorite of mine - it's New Hai Phong. It’s very tight and well-written in the ethnicities it’s supposed to represent, with equal focus on all of them. The mixing of languages, and the knowledge of subject matter really oozes from the writing. It's a shame that there haven't been many characters from this planet. There's a lot of potential from this planet I hope that can be realized in the near future. On the other end of the spectrum, is Gadpathur. The majority of the page is dedicated to being a vehicle for the Interstellar War and its effects, rather than a proper representation of it’s peoples - the Cadre system is a very interesting piece of writing for its culture (perhaps as an evolution of the caste system), but is very bare bones compared to Port Antilla, for example. There's nothing wrong with it, per-se, but it's not a very conducive page to write a compelling character, unless you want to do nothing but talk about the War. I could say the same for some other Coalition planets - they're rather dry in terms of character creation, but understandably, they are also rather new, so I feel they just need a little while longer in the oven. 3. What are three projects (medium to large sized additions, reworks, or arcs) you would like to do or help organize if made Human Lore deputy? (NEW PLANETS OR FACTIONS ARE PROHIBITED FROM ADDITION AT THIS PRESENT TIME. DO NOT INCLUDE THEM IN YOUR ANSWER TO THIS QUESTION.) 1. Improving asian representation in lore and character creation in general. For the most part, a sizable chunk of lore is very anglo-centric. Granted, I can't fault people for not wanting to write about places that are a complete continent away, sure. But that's just all the more reason for me to go "If no one else is going to do it, then I will." I've been pointed to New Hai Phong, Gadpathur, Vysoka and Konyang whenever I ask about it, but I still find them unsatisfactory. (I also plan to improve representation across the board for everyone else as well. I'm just starting here because it's where I'm most familiar with.) Ideally, most of the Human planets should have the ethnicity disclaimer and at least a small character creation guide as well, to encourage people to step outside of their comfort zone and create a new character. Sol Common, for example, has a passing mention of Mandarin Chinese and nothing else. Dominia has chinese surnames, and other than passing mentions of people with chinese names, they aren't really elaborated upon. Same with Konyang, which, despite expressing how it represents Chinese, Japanese and Korean ethnicities, is predominantly Korean. However, I'm unsure to what extent falls under IPC team's domain and what falls under Human team's domain, so I'm going to refrain from making any concrete statements for now. 2. Updating human languages. They've been egregiously un-updated for the longest time - take Sol Common, for example, which is still (mostly) a word for word copy from Baystation. The sheer amount of factions, planets and origins far exceed what our current languages can handle, and I think it's high time we get to work on adding some more. I've kept a close eye on this, and I've seen some pretty interesting suggestions on the forums, as well as discussing this topic at length with other loredevs, so I think this would be most prudent. We can also look into categorizing and organizing all the accents properly alongside this as well, since their numbers have swelled dramatically over the past few years. 3. Making planet pages more consistent and the New Player Experience. As of now, planets are rather unbalanced in how they are displayed - some are massive, taking minutes to scroll, while some are tiny, with a few paragraphs of length. Which really muddies the importance of from whether a planet's actually really lore relevant or that someone felt really passionate about writing about a certain planet that day. Ideally, they'd follow how Port Antilla is structured as a cookie cutter template - better examples may exist, but basically, with a predetermined Introduction, History, Government, Culture, Military etc. categories, it's mostly just a fill-in-the-blanks for other planets that are missing them. In addition, for New Players, there should be a "ethnic" character selection section, perhaps on the Earth or Human page, or a completely new page by itself. So let's say, you wanted to make a Eastern European character, it'd point you to Visegrad, with some disclaimers here and there. It'd save space for the cookie cutter "This is enforcable by OOC action", as well as provide a convenient place to point new players to when they are making their first character. 4. What do you believe are the current strengths and weaknesses of human lore? Why? What would you do to improve upon the weaknesses? One of the largest strengths and weaknesses of Human Lore is it's massive and absolute scope. You can basically write anyone and anything provided you have a proper origin - however, many of the planets have varying degrees of depth to them, causing a square-peg in round-hole syndrome where characters end up picking rather "safe" origins such Biesel, for example, rather than a more tailor-made origin because their planet of choice isn't well developed, unsuitable for their needs, or simply too obscure. Sometimes, some planets aren't even that bad - it's just that sometimes their formatting or writing style makes them hard to read. It's why I mostly don't plan to add any large chunks or arcs as a lore dev, because there is already so much already. I think we really need to work on "trimming the fat" instead. Adding onto this is the varying degrees of quality of planets and factions - some are home-runs, passion projects that have cemented their place in the server. Namely, the Eridani and Dominians - Well written, and very popular for good reason, with a lot of memorable characters coming from them. On the other end of the spectrum, there are some planets and sections which are either simply unmaintained or just a means to an end for other purposes - maybe because the person writing it had left the team, or no one wanted to write for them, there are plenty of reasons. I don't blame anyone, that's just how volunteer contribution works. Unfortunately, this can lead to a negative feedback loop where it boils down to "Why write for a setting that no one will play; why write a character for a setting no one will develop?" But I'm not going to be completely nihilistic - I also believe in "If you build it, they will come." I've seen people make concentrated efforts in trying to break the mold in making characters, using the myriads of origins, skin tones and custom clothing, and we should serve them better. Hopefully, when I join the Human Lore team, I can start working on bringing up the rest of the planets up to scratch, as well as uniting the different writing styles from our laundry list of past contributors to be more legible and easier to understand, with my experience in formatting and organization. I'd love to do infoboxes for each and every planet, honestly, down to the very last insignificant detail of whether they drive on the right or the left. 5. What are your thoughts on the past arcs that have been organised by the human lore team? I've unfortunately haven't been able to attent many events for the sole reason that my timezone typically makes them fall on a ungodly hour of 7 in the morning on a work day. However, I've managed to play for a bit in the "Steel on the Horizon" event, and I think it was a rather interesting event, taking in mind of what was currently possible at the time. 6. What is an idea for a future arc that you would like to have a part in writing and organising in the future? (Note: If you provided an arc or arcs as part of your answer for question 3, you may expand on the ideas for that arc or arcs here, or you may provide another idea.) Pragmatically speaking, a Gadpathurian arc would be one of the more exciting planets to host events on with our current server's resources. A mainly underground bunker-base military installation planet which matches majority of our assets to map to host exciting combat-oriented events. With one of the more well known premise of the Solarian War as a backdrop it'll be easy to follow and be invested in. Hopefully, with my timezone, maybe in future, I can work with staff the on same timezone as me making non-peak hour events as well, which would be interesting. 7. Have you ever been subject to any strikes or bans of any kind from Aurora's moderators or admins? If so, how long ago were these actions and what were they for? A ban from the Aurora Discords for some rather embarassing Relay posts I'd rather not talk about.
  20. I still think Science/Research department should still exist, however they should be mapped closer together with Operations. I've been playing around with the idea of a big remap, and this is one of them. Ideally, the departments would be shifted around so that Science and Operations border each other, with the Machinist right inbetween them, with Medical bordering Science at the top - Engineering taking the former place of Science. Intersecting all of the three departments, Science, Operations and Medical would be another interstatial elevator with a small "Expeditions" room where people can gather up and prepare for expeditions : Science can be the eggheads working on Xenoarchaeology, Miners can dig up stuff and do some combat with their KAs, and Medical keeps an eye on people's safety.
  21. As a spriter, I'd say : It's possible. But it's a lot of work. Not to mention whether people would use it in the first place. I'm not really sure if the amount of people using it will justify the cost.
  22. Medical discourse is inherently baked in the same toxic rhetoric, and everytime there's a nerf, I've seen it used over and over. "Nerfing medical means people die. Dead people won't have fun. Why are you against fun?" "Why are you making things unnecessarily obtuse?" "People will die because of your decision. Why are you punishing people?" This happened when cloning was removed. This happened when cryogenics was nerfed. This happened when brainmed got added. People died, and medical powergamers cried bloody murder. People will HAVE TO DIE. That is a GOOD thing. Without it, there are no stakes. It's why we have canonical deaths. It's why we have self-preservation rules. I find it maddening how it's so hard for some people to reconcile the fact. Imagine if a cave geist was about to maul someone to death because they decided to explore on their own, and then medical just pulled them out under its feet and healed them to full. Now imagine this with some players exploring maintenance and running into the entire group of antags. Suddenly, it is acceptable for them to escape with their lives.
  23. This is a terrible idea! Ideally, you'd want points of interest to be away from the center of the ship so that people will spread out and actually interact with the rest of the map! There should be NO additional draw for people to gather at the center of the ship - it inherently draws people in because it's the center of the ship! It does not need anything else! From my perspective, the new map change to the Horizon has, in a way, eliminated some of that Main-floor-itis that had plagued Aurora, in which everything literally just happened on the 2nd Z-Level and every other deck collected dust. Right now, things are getting better! With the popularity of the Idris Cafe, it shows that Multi-Z Level Roleplay spaces can work! And sucessfully, I might add! Regressing to Aurora-style mapping is not good! We've barely had this map for a year or two, it still needs to be developed further! Also, as a fair warning, this will remove/gimp Patience and the Stargazer. I don't particularly have any strong opinions of them, but they've been a hotly contested part of the new map, and I don't think it's wise to throw some kindling into that fire again.
  24. Added to the game, locking and archiving
  25. Though I think this is an okay idea, as a developer I can't really condone adding a new machine entirely dedicated to a single tailor-made purpose of just fixing lungs. This just makes more stuff that's required to map in. However, I wouldn't mind having more *alternative* pathways whilst using existing things. A great example of this is being able to use syringes to re-inflate collapsed lungs. I think adding a new respirator function to sleeper beds/stasis beds would be a better implementation. Hell, maybe tweak cryogenics again for once so it's actually useful for once and not ignored completely.
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