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Everything posted by VeteranGary
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Appealing Personnel: Tyki'mhet Krrjashni Specific Incident: Action taken as a result: Termination Action contested: Termination Reasoning for contest: This one believes that the length of time between the incident and the conclusion has poorly altered judgement in the outcome of his case. He thinks it is unfair to reconsider the punishment of a handled case which he already served punishment and a record for, without significant consideration of this one's health, the negligence of others and ignorance of this one. He had recently suffered traumatic injury prior to the highlighted events, not limited to an unsurmountable level of stress during and after the altercation. He would like to insist the fact of his unaccountability to the inciting factor of the incident, insufficient warning and lack of a lockout procedure to when he operated the elevator, during which he was tasked by command and engineering staff to assist. He believes the alleged warning against the use of elevators was insufficient and the lack of action to lock down the system was not taken to prevent him from unknowingly bringing a crew member into harm, insufficient due to the nature of the situation, use of EVA equipment, massive compromise to the station integrity which incited an overflowed and unreliable communications system. His second complaint is the following handling of the outcome of this aforementioned incident, which this one was not explicitly told his privacy laws were revoked, as the station status did not reflect that it was, and he was unsure and skeptical of the validity of his arrest, after being discharged from the medical facilities for injuries related to the outbreak. His request to view a warrant were repeatedly ignored until this one assumed there was not one, and his loss of blood gave him a distracting wave of nausea that negatively impacted his reasoning and interpretation of what he was being subjected to. He believed he was being prosecuted on a personal level and outside of a professional one, which gave him an unease of the enacted authority he was exposed to. This one attests that his following case focused on his outburst rather than what had incited his violent skepticism of the incident, a severe oversight that has since effected his career, which he cannot tolerate. Additional notes: Edited and translated for clarity.* Drafted by third-party based on client's recollection of events and overview of related documents, reviewed and accepted.
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I get these kind of issues, but to be fair we are on a station, not just a casual cul de sac where any neighbor can do almost anything. Most of the stuff you might have to replace as a normal crewmember is probably some lightbulbs, and anything like station windows, hull, broken machines, and the sorts will probably be left up to those specialized in it. Stuff like basic medical knowledge is pretty much almost everywhere on station, and I doubt people are going to be restricted from using gauze, an autoinjector or just a regular syringe. Hardcoded restrictions are more of an obstacle than anything useful for this server's setting, to be fair. Then again, I believe the mechanic system would just be better off as a convenience entirely, to avoid running into most of these issues where someone is entirely blocked off from doing something by lacking the skill, even if the situation permits the use of it. So, higher skill just effects the time delay it takes to do that action, or as already suggested gives some extra features. Currently, non-lethal CQC is extremely simple, anything special is locked for antagonists, which is fine for the lethal fighting styles. You have grabs, armlocks, dislocations, and disarms. The former is extremely hard to use because of the weird stun and delay grabs punish the user for some reason. As for firearms just bring back jamming for most weapons(for energy guns too), since currently it seems restricted to improvised firearms. This way the firearm skill has at least some application, though I don't really see a huge reason for anyone to be a firearms master on the station, except maybe the captain or HoS. Try to avoid straight benefits toward stuff like 'improved fire delay' or 'increased accuracy' as that should be left as it is already. Certain features of the skill like the tac-reloading is a good idea which really just provides convenience if anything, as there is only the .45 available to security. Practical skills/engineering would be rather simple, make building faster, and why not more efficient. Maybe you use less fuel if you're good at welding, or less material if you are good at constructing. Athletics could contribute to stuff like climbing, vaulting, slipping or falling, and lifting into fireman carries. EVA skill could also contribute to how falling is calculated, such as the damage you take, or how long it takes to put on an EVA suit/hardsuit. Science is the one thing I'm not sure about, because there is definitely a lot of overlapping between departments there. Medical skills should also give the same convenience, speedier times and more effective treatments.
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Not a very logical mechanic, has been loosely suggested before but. Nothing that can be reasonably sustained on a research station. However, something loosely similar to this is perfectly viable and I've already seen a character do it. Prisoner's working menial jobs as their parole sentence, their only interaction with security is that they must check in/out each shift, and any further charges is harsher for them. Not to mention, it is incredibly difficult to find something for them to do, especially for a full length round, or if the warden has to cryo. Sure you can have them walk around on parole, though that basically defeats the purpose of them, making them ghostrole assistant slots, which we already have; golems, and I have a gut feeling that these will just be used as a ghost role antag slot. The warden already has a pretty busy role, even if it doesn't seem like it, keeping prisoner's processed, armory organized and dispensed as required, watching cameras and providing auxiliary support on communications. Adding prisoners isn't the greatest idea, since not every single warden has the opportunity or the availability to really monitor/keep watch of them. In a different setting this could be fine, however the one we have is not designed for it. The communal area is by far one of the most boring and bleak places to be stuck, not to mention a cell, for the duration of a 2 hour round. The Aurora already has crewmembers with criminal records as long as someone who's been to prison anyway.
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+1 Definitely supports the character's perception on the lore's modern medicine. Prosthetic/bionic limbs are far too invasive for them, and reconstruction solutions likely too expensive. This is the kind of middle ground we'd see today, and unfortunately isn't an option to portray in game. With the updates to the investigations role this will definitely be something welcome to see.
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+1, definitely an interesting thing for Saanu, especially being a pretty engaging character to see on the manifest. Suppose it's just a neat space rag, but it seems definitely fitting for her field, not to mention endless ambition.
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Byond key: Veterangary Discord key: VeteranGary#5856 Character Name: Mahir Rrhamrare Item name: (if you are applying for multiple items, it should be made into a list with the description, name and appearance together): Hephaestus Auto-darkening welding glasses. Item function(s): I had two ideas for the function of the item; it's purely up to whatever is the easiest/most balanced and viable. #1, they function no different from normal welding goggles. Press the button on the top left to turn on and off. #2, automated activation, when a welding tool is activated inhand, the goggles turn on automatically, purely hands-off and require no interaction to function. Item description: A pair of Hephaestus produced safety glasses with the prototype incorporation of liquid crystal lenses that polarize intense light present in arc-welding. Why is your character bringing this item to work?: This character is an atmos tech, and has a job that requires a lot of welding, even compared to the station engineers. They are also lazy and a tool like this that doesn't require them to take off their safety glasses, replace them with goggles, then flick out their welding torch is probably the type of convenience they would definitely appreciate. Eye protection is pretty paramount, as well. Nothing like being both blind and a cripple. How did your character obtain this item: As part of a prototype requisition program, Mahir threw in his name to receive some prototype welding glasses as part of a trial testing phase for the tool. Growing rather attached to the simplicity and the usefulness as a heavily experienced welder, they chose to never return them at the end of the trial phase and claimed they were lost in an industrial accident, of course. No one investigates those over some simple glasses. What value does this item have to your character, and what story does it tell?: It displays the character's appreciation toward devices that just make his job easier. Having some neat goggles that he kept from his contractor for himself is just an allusion to this trait, albeit slightly comedic. Sprites: Sprites are pending a commission Additional Comments: I'm not completely sure if this fits along with guidelines, it's just something that popped in my head, figure it was interesting enough to go for. It's a pretty unique item, mostly just flavor for the character's field of work.
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Kind of interested to see someone eager to work on Skrell lore, since it's fairly difficult to form an opinion on something so big, that doesn't have much to offer. All I understand is their isolationism, but it is kind of strange to see their relative uninvolvement during very key arcs, such as the phoron scarcity. One of their allies got steamrolled, a planet burned up and they kind of just, watched, pointed guns, and slowly backed away. Meanwhile, they overinvolve themselves in xeno politics such as the Tajara, going as far as to start a whole council to ban nuclear weapons on Adhomai, only to get told no by every single faction. It seems weird that this is their concern and a shock to them, whilst a megacorporation slung nuclear weapons at their greatest ally, even though it was a rogue fleet. I'm sure this is just a huge hole to patch but it'd be interesting to see the dynamics and such as why this unfolded as why it did, but it isn't really my main concern, besides it is probably a harder question to answer, but feel free to give your opinion. Since the Federation has been recently opening up, how is citizenship being handled now? What kind of work would aliens seek in the Federation, and how are they treated. How are owned and self-owned synthetics treated? Is dual-citizenship going to be a larger possibility with the fall of the Sol Alliance? e; Just asking these to gauge if/how you would explain or remedy these events. The primary questions are the latter, the other chunk I wouldn't mind just a tidbit of how you might want to tackle this problem in Skrell politics.
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The issues I've notice with snipping the gloves is that it effectively ruins the gloves. Insulated gloves won't insulate, black gloves won't work with removing bulbs, and they will all leave fingerprints, so if you snip nitrile or latex, you are better off just throwing them away. It'd be interesting to see some sort of refit system in place, though it doesn't sound very viable. Guess you could make it so washing machines could refit them, this is the f u t u r e, afterall.
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+1 Cylean's been a pretty good sight to see, most of her characters and presence in the community as a whole. Pretty sure the first time around was their synthetic character, with a pretty amazing backstory behind it, as well as this character presented for this Command whitelist, I've glanced through their tajara app once it came out and have seen their scientist character around during several rounds; I've never really got to witness or interact with many of their escapades, but I've already had a pretty hectic round with them just recently. Hey, not everyone handles traumatic situations, and they aren't expected to, as the sole command member aboard, but they took the initiative anyway which is really just reflective of their character. As far as I understand they are an old war veteran, with some sort of scientific career, that managed to earn them some classic Tajara-War-Veteran PTSD. Personally, I like this, I don't really see it that often, it makes the character more genuine that they have flaws that they cannot necessarily control, and they still have the stubbornness to hold responsibilities, aside from the super-perfect or comically bad command staff we have around here.
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This is fair, as long as it is counteractable by either a HoS, RD, or Captain. I can point out several individuals that abuse this, such as repeatedly crafting hazards and wearing them, even when security is intact. When I play robotics, I do assemble combat hardsuits when they are requested. Priority is to security, as my character isn't paid to get shot at, or willing to risk their life for their job. There is a threshold to this, however. If security is grossly understaffed, I'll go through the process of arming them, then arming myself. There are a handful of roboticists who fail at this, make a hazard for them self and wear it the entire remainder of the shift, even if the threat is small, or completely subdued. It's annoying to see as someone who plays the role seriously, though. At the same time I do it myself, if I am capable, but to be fair, who wouldn't? Cargo likes to supply themselves with guns. The ID lock isn't really a deterrent. It takes less than a minute of KA shots to destroy the crate, even with the basic one miners get. Research can output custom laser assemblies that are incredibly overpowered. Engineers can craft an assortment of makeshift weaponry, shotguns, SMGs, pistols, and crossbows. And medical has access to custom grenades, though they are generally a neutral department. Anyway, the point is that the station is a research station. Most people hired here have some sort of background that allows them to create many things, though as the game restricts it, lots of content is in the forms of weapons. Usually that is fine considering it is used for that purpose, but. I guess I would prefer to see better control that the oldmech base had. With the ability to lockdown mechs, add security protocols, etc. Outright placing them behind a command decision does enforce completed paperwork I guess, but that isn't going to stop the situations where 'the paperwork can wait'. That is solely and IC issue that still not many people go out of their way to report. Each time those roboticists arm themselves with their own suits, that is both an IC issue and an OOC one if they chose to go around and validhunt the antags, or wear it when there is no apparent threat, thought it really depends on the scenario.
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As a robotics main, I do see the issues with combat mechs in general. They are rather simple to make and don't always need combat armor to function. Hell, you can turn a powerloader into a pretty fucking scary combat mech, since the 'open' chassis blocks 90% of damage to the user. Effectively it is a second skin just as good as the most unbalanced hardsuit in the game, the Breacher hardsuit. However, I see better ways negating this. The new mech code by all means is still a WIP. Compared to the old-mech base, there were parts needed from RND just to make one mech, without it robotics was essentially useless. I see this was removed so robotics could actually output mechs. These parts included advanced scanners, etc, which hardsuit still need. Robotics cannot output hardsuits without the help of RnD doing both research and providing certain items. Anyway. Mechs as they currently are, miss the entire security permissions systems the oldmech base had. With this, you could ID lock or DNA lock a mech to a certain user by interfacing the maintenance panel. This was extremely useful for limited who and what mechs went to, and the system is entirely gone. All weapons printed by the fabricator are unlocked, even a Visitor ID will let you fully function any mech. Anyhow, most of the issues we encounter with combat mechs is, permissions. All you need is a command authorization or Research Director's stamp. This isn't really hard to get on a well staffed round, and 99% of the time it is requested, and sometimes paperwork can wait. Other times, there are no command at all, even during high-pop rounds. Robotics still pumps out a security mech when needed. For example, the Phoron Worm event. That event alone had 2 combat mechs pushed out, initially. One light with machineguns and lasers. One combat with machineguns and lasers. The light was destroyed, so another was made to replace it. The fourth mech was a mismatch, without weapons. These were greenlighted by command itself, so going around saying it needs to be regulated is redundant, in this specific scenario. Furthermore, the hardsuits. These are already regulated by the fact Research needs to max out all levels, provide Robotics with an Advanced Scanning Module, and Mining to provide all of the material. This requires three specific staff on shift to output one item, usually at the end of the round when the antags are getting out of hand. I don't really see an issue with this, other than the fact, again. All hardsuits printed by Robotics other than the Cybersuit, lack suit locks, for some reason. Their locking function is entirely gone, similar to the Industrial suit. Using and ID on any of these suits says ' There is no locking mechanism'. Additionally, the two firearms you can put on a hardsuit. An Energy Carbine and a Taser. These are unlocked. A visitor ID can use them if they wanted. The Hazard hardsuit isn't even that overpowered. It is easily countered by ballistics and lasers, it isn't built for it anyway. It only has blunt and explosives resistances. The combat is similar to a Sol Marine Hardsuit. Once again, it is horrible against lasers, having nearly no protection against it, not to mention that it also has a severe movement penalty. Their sole purpose is to give the user certain EVA and suit functions, instead of specialized bodyarmor. Such as jetpacks, leg actuators, and the added ability of having a secondary carbine and a taser, when carrying your non-lethals isn't really a choice anymore. They also look intimidating, which in most cases causes more hostile actions, based on appearance.
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adds ninja hardsuit selection feedback thread
VeteranGary replied to kyres1's topic in Completed Projects
There is also the old ninja hardsuit in the code somewhere, I think pirates still spawn with it and cargo can roll it sometimes in the warehouse. Someone went and resprited it from the looks of it, works with human and tajara from ingame testing. It's better than the standard ninja hardsuit, since it doesn't have flashy lights all over it that sometimes just look out of place, for a stealth 'slipsuit' which is sometimes just covered in spikes and very non low-profile looking design choices. It is just a simple version of the ninja hardsuit, grey with NVG green eyes. It'd be a neat choice for an alt-stealth suit that should cost the same or less than the standard. -
Staff Complaint - ShesTrying/Icedcabbage
VeteranGary replied to VeteranGary's topic in Staff Complaints Archive
Fair enough. I've complied with the verdict since the warning, as I planned to appeal it. I have only entered the lab to divide materials, pick up items queued by qualified scientists, or recycle tools in the autolathe. -
Staff Complaint - ShesTrying/Icedcabbage
VeteranGary replied to VeteranGary's topic in Staff Complaints Archive
From what I have got from the complaint, you were noting my use of the destructive analyzer and adding research to the server, but you did not elaborate that the entire RnD lab was off limits, and in this initial incident I got access through command staff. That is what made this very confusing to me. Icedcabbage entered a ticket with a very different perspective of the situation; one that I was not briefed or clarified with. With the round you bwoinked me, you specifically explained that the research alone was powergaming and I showed that I understood, and explained my reason for doing it, which was inspired by impatience. However, the protolathe was never stated as the issue, standard roboticists still have access to it. It is only the destructive analyzer they are denied from. I pointed this out, and you acknowledged it, however you did not add on that it was the reason of that warning, this is the origins of the misunderstanding. A few days later, Icedcabbage brings me into a ticket with a very different perspective on the issue; I was not warned to not use the protolathe, I was warned not to add to the research levels. Icedcabbage's perspective seem to be that I was warned to not even touch the RnD lab at all, which is very different from the initial situation, and makes it look like blatant spite of your initial warning. -
BYOND Key: Veterangary Staff BYOND Key: ShesTrying Game ID: No, I didn't save the round ID. I do have a date and time, listed on the warning. https://i.gyazo.com/699b79b5ae4d5bcb9ac8d3515c521754.png Reason for complaint: This isn't to seek punishment against the admin in question, I simply believe the verdict is unfair and unregulated as I constantly see it being infringed. Icecabbage is the moderator who applied the warning, however they are no longer staff, and the reason this warning is applied was backed by ShesTrying, whom may have been over viewing the ticket, though I am not sure. Evidence/logs/etc: I don't have much evidence expect my word against theirs. However I will explain in the events leading to this warning. I recently recieved whitelist for Tajara, and I was fleshing out what was reasonable for the character and I will admit, I went out of their logical knowledge to reap some benefits, ShesTrying pulled me into a ticket after I was doing research and RnD, maxing out the levels. I understood this and complied with their verbal warning, no note applied, as I understood completing research as a roboticist, was very out of character, and explained my distate for players who took the scientist role and did not complete basic levels of research, which the roboticist role can be dependent on. I stopped touching the destructive analyzer entirely, and left the levels as is, however I did enter RnD to use the Protolathe, with its default levels of 3 in each different category. At these levels, I see it provides no advantage or blatant powergame for the roboticist role, you can print mid-tier upgrades for your machines which improve efficiency, parts for simplebots such as plant analyzers, and tools such as the basic drill for EVA suits. All of these don't really apply advantage in my opinion, they are simply convenience for certain roles. The main thing from this is that her verdict wasn't entire clear, they told me to stop doing research to the servers, which unlocks very powerful items, and in this case with Icedcabbage I wasn't completing research, I was printing parts for the fabricators and parts for simplebots to complete simplebot requests for other department and bounties, and save the limited material the robotics lab starts with. I explained to them that I wasn't using the destructive analyzer to improve the server levels, and I was using the start-of-shift levels instead, asked if I could speak to ShesTrying, however this lead to bantering, with the warning applied and the ticket closed with a sour ending. I didn't like this and I wasn't very happy about it so I decided to wait before posting an appeal for it. The main issue I have with this verdict is I don't see it continually being enforced. I have seen many characters who pose to have multiple fields of research, and I have seen some do both research to the servers, and robotics, or simply using the Protolathe as I was. And I see how it can make sense, the protolathe is a machine similar to the robotics fabricators, /and/ the robotics setup is coded in a way where it can be upgraded to support a protolathe and its fabricators. Logically, it seems robotics roles are set up like this, so it can be easy for someone to be carried away and see that the protolathe is fair game to use, however in ShesTryings and Icedcabbage's verdict, is not and falls under powergame. Additional remarks: I am not completely in the right with this warning; usually I had filled out an Additional Access form and brought it to command staff, to acquire access to RnD. Additionally, on the occasion that I make my character hack doors, I do not go and find the wire myself, I ask engineering. If they do not give it to me, I drop it and wait for command staff to authorize me, or ask the AI to remove ID scan. In this scenario, I did neither, there were present command staff and I am not sure about the AI; however I had the resources to gain access logically, which many roboticist do to use the Protolathe in the RnD lab. The reason I seek this appeal to the verdict is because I entirely see it as a misunderstanding and miscommunication, as ShesTrying's verdict differed from Icedcabbage's verdict, and I was denied the ability to clarify with ShesTrying in another ticket.
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Veterangary - Khajiit Melee Build
VeteranGary replied to VeteranGary's topic in Whitelist Applications Archives
Another one of my misconceptions, re-read where I got that idea from. This is in reference to the Second Civil War, starting in 2451, and by 2461 the PRA loses a significant amount of land and battles, combined with the loss of the Sol Alliance's support. This is where Aarif's motivation to leave comes from, as stated before he does not believe too much in pacts and agreements. The armistice place to end the war simply does not sit well with him, as it is only a temporary solution for a country nearing disarray. -
Veterangary - Khajiit Melee Build
VeteranGary replied to VeteranGary's topic in Whitelist Applications Archives
As for the discrepancies, I can adjust the background to fit the environment more seamlessly, as I can see how most of this would not make sense. I would have explained it with a 'nomadic' family, but then again this was conflicted by the harsh terrain of Adhomai, which would make it a less than favorable task to move as soon as something goes wrong. I will likely stick with the farmhand background. Aarif takes the interest of technology, brought on by the human patrons; against his family's will, thus being disowned for breaking tradition. Removing the factory background, as it does not make sense as a tradition, however the farmer one fits more nicely. 1. Aarif holds beliefs in the S'rand'marr Worship, though differently than his family would. To his family, the Worship would be similar to guidelines and laws to them, where as Aarif simply incorporates and considers its beliefs, often conflicting with it, in a political standpoint. They have a leaning towards supporting the PRA, and believe that unity and peace can be achieved, though not through alliances and pacts; too unreliable and not very effective, but through conflict. A grim standpoint, though Aarif believes that eventually the fighting will stop once the meaning is lost, nothing can be done to stop it with the 'radical' beliefs of each side. 2. Aarif does not believe in the caste system, as they do not enjoy the idea of being selected at or before birth to be assigned to one purpose; against predestination by noble power. Though, hypocrisy does get ahead of Aarif, and they still view other races as segregated into their own jobs; Zhan-Khazan as labor workers, M'sai as fighters, and Njarir as leaders. As for his own race, Hharar, they view it as a universal race, greedily. 3. At the time of Al'Marii's assassination, Aarif did not yet possess his political drive to care as much. Though through the years following their education, they saw it more and more as a heinous act, despite not fully agreeing with their motivations. He believed that shooting someone out of power only creates more of a power void, and chaos, thus horrified of the assassination. As for the time, Aarif grew more supportive and accepting of Malik Hadii. -
BYOND Key: Veterangary Character Names: Species you are applying to play: Tajara What color do you plan on making your first alien character: Beaver Brown Have you read our lore section's page on this species?: Yes Why do you wish to play this specific race: I never really had a direct interest in playing many species on this server, but I thought I might as well gather more options to play around with. The only other whitelist I have would be for IPCs, which is an interesting perspective from playing humans and offworlders for quite awhile. I believe I should take a shot at something different, such as Tajara, which I have observed to be a very diverse species based both on race, and faction. Plus, I have been getting to the point where certain characters seem like dead ends, unable to provoke new arcs with them to make them fun to play, and interesting to interact with. So, for a change of pace I think Tajarans could be a next step into finding something that works, despite being uninterested for a considerable amount of time. Identify what makes role-playing this species different than role-playing a Human: Tajarans are a very developing society compared to most other species, who are way more advanced, and have been exploring space for centuries. This creates a very different perspective from a Tajaran standpoint, as they have experienced a roller-coaster of emotions from their benefactors, and exploiters. Their past few centuries have been filled with uprisings and civil wars, creating a toxic homeworld that is constantly conflicted. This gives the output of drastically different characters and perspectives all from the same place, unlike Humans, who have been colonizing space for centuries, and had time to repel apart into their own sanctions. Most only prosper by becoming a fanatical loyalist of their party, and follow its goals closely, leading to a very mindless and obedient society, as well as a violent and aggressive one. Character Name: Aarif Vazirija Please provide a short backstory for this character. In 2435, Aarif was born into a Hharar worker family, under the new rule of the prospering PRA, in a rural village on Adhomai. His family was far from loyalists, satisfied with no faction after the uprisings, and merely working-class residents of the territory, mainly taking menial work from farmhands, viewing no particular allegiance, nor resilience towards their rulers. His parents never saw any preference to either side of the Uprisings, simply seeking to avoid the conflict, keeping busy in attempt to push it to the back of their memory. From a young age, this left Aarif as impressionable, as his family’s footsteps lead to a mindless workforce. This provoked deviancy into following an education, quickly taking interest into complex machinery and technology, of both domestic and alien origin. Though, his family resisted against his urge to deviate from the family tradition, often placing them in jobs to provide back to his family, only furthering his rebellious acts. In their early adulthood, finding themselves disowned from their family, after setting aside tuition funds, which they promised to provide to his family. Aarif finds himself largely exploiting the communal services of the PRA, as he lacks any paperwork to prove his education. This ended up landing him mostly low-end jobs, with barely sustainable pay and his financial struggles left them at the mercy of communal schooling, mixed with dubious teachings and constant propaganda, branding Aarif as more accepting of the PRA. His acceptance of the government led to opening opportunities, slightly better paying clerical jobs for party loyalists and political entities, eventually leading to him earning a scholarship through a few of his built connections in the government, landing him a seat in the new state-owned university in Tampiska, where they spent five years earning their Bachelor's degree, in robotic construction and engineering. Though the opportunities his degree earned him, in many high-paying government research and development, Aarif took on a contract to Tau Ceti, after his doubts exceeding him, when the armistice was place and damage reports flooding in. Aarif was against certain forms of pacts, alliances, treaties, and especially armistices, believing they are never meant to last and only lead to future conflict, driving his motivation to take up off-world contracts. What do you like about this character? I feel it would be a decent starting ground as I teach myself how to integrate the character, first and foremostly, and how to develop and plan possible new characters later on. Importantly, it has a rather basic backstory which, I believe it will help me immerse myself further into the lore, and reliably develop an IC perspective for the character in question. It has a strong baseline, as I picked the faction that I could actually interpret and believe made the most sense, so I believe this character will fit nicely into the server. How would you rate your role-playing ability? Probably a 7/10, I don’t see myself as a perfect role-player. I often allow mechanics to take over rather than to manually emote or roleplay doing things, which isn’t incredibly important, though is vital in impressions and character development. Seems like a rounded and generic character to pull off some leeway to whatever it develops into. Notes: I have always been quite confused with most taj lore, I’m not sure if I just don’t interpret it correctly, or if the wiki is just a mess. Could not find any generators, so I picked a name and just made it sound made to work with basic. I’d say the backstory is a mess, as I couldn’t really figure something out, and I know I missed some key events. Improv is mainly one of my strong traits, so I think I shouldn't struggle too hard in fixing up any plot holes I overlooked.
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Another fancy IPC character...great. A bishop accessory frame with a TCFL cap, that I decided to main as I got back into the server. I'm posting here as I would like to see how this character is portrayed from another perspective, as I don't see myself doing much with them as I would like, and intend to develop them into something. Personally I see/portray them as a self-centered bot, with some sense, sentience, and grasp of common formalities, though often very introverted, AFKing at every convenience. So, right now I am debating whether to keep them as is, or change certain things, such as the way it speaks, in its strange, technical, vague and convoluted manner, or more as a service-bot. Generally what I am looking for is feedback on its traits/personality, as I'd like to see what is good to keep, such as certain flaws, and things I should move away from, or remove entirely. General feedback on other things is welcomed, as well. Alternatively, keep this post empty and awkward...
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[Accepted] Veterangary - IPC Application
VeteranGary replied to VeteranGary's topic in Whitelist Applications Archives
Index Security is a part of the Eridani military contractors, so it is a Eridani owned machine. Which as a result it is owned indefinitely and cannot earn or purchase freedom, however it is employed to Nanotrasen. -
[Accepted] Veterangary - IPC Application
VeteranGary replied to VeteranGary's topic in Whitelist Applications Archives
1. Will edit after this post. 2. Yes, Shield is supposed to be a security unit, re-reading the post I understand the misconception, it is a bit vague in hindsight. 3. I'm fine with altering the name a bit, I chose this because it's something I didn't really see on the server. There is no official naming scheme for the Index Security Solutions, which is just a subdivision of the Eridani Military. -
This actually looks like a pretty neat idea, making the AI core actually look a bit more theatrical/sci-fi, rather than another tube television machine. Initial concept is neat, but you could also add off of it, maybe make a custom hologram for the AI too? +1 anyway
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BYOND Key: Veterangary Character Names: Camryn Hujsak, Jake Norman, Jeff Norman, Javier Horton, Nathaniel Gibson, Ashton Milne, Rylan Haynes, Doug Randal, Beau Stevens Species you are applying to play: IPC What color do you plan on making your first alien character: Bzzt. 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: After a while of being around on the server and understanding a lot of, both mechanics and lore, I decided I should add some variation into my evidently ghostly character list. I have played the concept of synthetic roles on other communities and game platforms (in roleplay environments, of course), so I believe it shouldn’t be a rough transition from Homo Sapiens. Additionally, I started seeing a void of certain character opportunities being fulfilled, and I took interest into one of them and flesh out a potentially interesting character. For this, I decided to take on a harsher situation for the machine, and work from there. Identify what makes role-playing this species different than role-playing a Human: IPCs take a far more drastic change from portraying a human character; synthetic intelligence lacks any visible or comprehensible form of ‘life’ to it. Logic overrides any moral or ethical sense, efficiency is a common factor and product from these machines. Additionally, with a logic-bearing brain, IPCs tend to take most incidences as serious or literally, as they are mainly a mindless assembly-line profit designed to be uniform, mindless, and slaved to whatever corporate entity owns them. Essentially, portraying IPC characters brings on an entirely different approach, dependent on its task and owner, though mainly to serve as a lesser-being, expendable yet expensive, and cold-thinking machine. Character Name: ISS-SHIELD Please provide a short backstory for this character: A simple Xion Industrial Chassis woken from its forgotten and abandoned slumber, destined for scrapping. Not much is detailed in the machine's travel record, as it maintained a voyage across various merchant mediums, its sale history detailing more than its on-board tracker. Layers of paint and stickers plagued the machine, varying from multiple companies and trade ownership, barely modified or maintained and ultimately leading to its permanent shutdown, awaiting much needed maintenance. The fortunate model was gifted toward the Index Security Solutions, where it was deployed as a strong arm toward the smaller security task forces, where it lies to the present day, in an unending loyal contract. SHIELD, earned its title under the robust service it provided, protection of its organic counterparts in return for nothing more than constant diagnostics and maintenance. After an extensive employment history age took the best of the chassis, building up complications and errors throughout its lifespan, where it ended up in a mess of contractual trades and deals, where it ends up in Tau Ceti, employed to pay off its dues until it is ran into the ground. After all, SHIELD was programmed for service, and unhesitatingly moved on with the parameters of its contract, unfaltered in its path towards eventual shutdown. Thus, SHIELD found itself once again deployed in unfamiliar territory, acting as security personnel aboard the Aurora, where maintenance of its contractor's assets are of highest priority next to its own survival, bearing no distinction between itself and corporate property. What do you like about this character? A take on a lesser-used model in an odd form of utility, and a darker grim view of synthetic characters. I find it an interesting and rather unexplored territory of synthetic intelligence. How would you rate your role-playing ability? 6/10, I could use emotes more often, but I’m more adapted to various other platforms and end up avoiding the use of them entire, all because it’s a different button to prompt them. Additionally, most of my characters end up being cookie-cutter except maybe one or two; I rarely derail from one narrow range of characters. Notes: Nothing much else to add.
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[Dismissed] Increase Difficulty/Consequences for Using Station Funds
VeteranGary replied to Kaed's topic in Rejected Policy
I mean, it's a station in space. Much like a ship in an ocean. Modern day cargo-ships usually carry cash on them as ransom money, or emergencies. It's not like it'll be used towards something, since if cargo is competent they can rack up thousands of credits/points. I know I'm taking realism into this, but it's just an explanation towards it. NT isn't /that/ careless about crew, they have a reputation and strive to keep it positive. That's why the SAT device is classified.