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Everything posted by Fortport
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I support this function. The chat wouldn't be broken by this feature, as others have argued, so I have nothing else to add other than I think it would help in some situations. Make it reset, Staff, if you like the idea but hate that people have the power to ignore others that they don't want to hear, forever or as long as they like. ( I think we all should have the right to block anyone to avoid confrontation and also agitation. Except for staff's PMs. )
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Agreed. ( Please add this. )
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It's annoying to swipe your ID card on vending machines for every purchase. The card could be in your wallet or PDA; this requires additional clicks to dispense your product. I suggest configuring the system so that vending machines automatically register cards on jumpsuits or active hands when you click vend.
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I just tried that today. Killed a mouse in a trap, and then was suggested to click and drag. It did nothing. Yes I know how to click and drag. It doesn't work for the ones that get splat.
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Agreed. It would also make anchoring yourself to the lore a little bit easier, if that were a thing. "Oh, today's SUNDAY-SUNDAY-SUNDAAAY!"
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Currently, watches do one thing, and that's to tell the round's time. If watches displayed ETA and ETD, they'd have a useful purpose as a utility. This could help you keep track if you were in the dark. Oh and it can be explained with programmed timers and stuff. Watches can do that IRL.
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So as of now, if you kill a mouse you can't just pick it up and put it in a bag. If things were tweaked so that their tiny corpse could be picked up and dropped into a backpack, it'd be easier to do something realistic with 'em. Y'know, like dump them into disposals. I think that'd be pretty cool and innovative, because you could dispose of the corpses easier instead of just leavin' 'em lying around. *Trashbags too, maybe?
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From an OOC perspective, it does. But I see your point in the IC environment. You are right. Unless it were Sherlock's hat. WHAT THEN, HUH? I'll consider asking around, but not anytime very soon. I guess you can consider this application closed, if that's your final decision. ( Or maybe I could apply for a special suit or whatever, with its own icon. If that's what you mean, next to the general wardrobe. )
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That's also very agreeable. But I can't just do that. So I'm asking this way.
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Then you have missed my point, it's all there! I want this character to spawn with an item that he realistically would have bought for himself. Everyone else can dress however they want, with clothes that are just lying around, or with the loadout menu. And the point of custom items, is to have something unique, that others would not have normally. That you applied for. It's to be able to have the suit regardless of what his job is. Assistant? Hard-worn suit. Botanist? Hard-worn suit. It's not easy to legitimately obtain this without being a detective, and he's a detective most of the time. This expresses that, I think. I am sorry if I sound confrontational or anything, but I felt like explaining. It would be like having a favorite hat that you used to wear as a security officer, or an old badge from when you were in "the force." This is kind of the same thing. (Also because it's stylish. And also because detective isn't available all the time, and I want to still be Henji. )
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I've formatted it. It's basically the same thing.
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BYOND Key: Fortport Character name: Henji Chetou Item name: hard-worn suit Why is your character carrying said item to work? Well, Henji's been into security for a long time, so I want him to have something to show for it. He was specifically educated and learned law enforcement, also some basic forensics. On Aurora, he's had about a year's experience as a detective. I want him to have the suit because logically I think he would have bought one to work in, and own one in his wardrobe.(rather than the station's) Item function(s): Cosmetic. Item description: Identical to other hard-worn suits. Item appearance: ^ Additional comments: Also, (from an OOC standpoint) it would show others that he might have experience in that field. Something to carry on with him when he gets into another job from time to time, like when he's an assistant, janitor, cargo technician, etc. His time in the force would be displayed with this item, and I would like that.
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Welcome to my thread! I will be short and sweet with explaining my idea, and it has a lot to do with stuff you can do in character creation. Let's begin, shall we? The lunchbox itself: Lunchboxes are similar to boxes, however they are held by the handle when carried in the hand, similar to a suitcase. You can put them in your backpack, as they aren't very big. Lunchboxes can be combination locked, as well! They function like boxes, everywhere else, and can be used to store food that is found while milling around. Obtaining: A lunchbox can be equipped in setup character by spending 2 points in character creation. If this is something the developers want EVERYONE to have, it could have its own sort of dropdown menu in setup character. Filling it with food: Here's the kicker! In order to put your favorite, specific meals into lunchboxes you need to select it with lunch points! Everyone gets a set amount of lunch points to spend on any food item in the game. The points restrict it, by not allowing someone to get a box chock full of gourmet; you should only be able to fit one big meal, or two small meals inside of a lunchbox. The lunchbox is intended to have four empty spaces. Designs: Lunchboxes can come designed for every department on the station, aside from the default "NT" decoration. Engineering could have a hard hat and wrench on theirs, security's has a stun baton, medical's got a syringe and so on. They could be more flashy than that, but these are initial concepts. And that's my suggestion in full! Thank you for reading.
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While I've yet to think up a lore, or abilities, I've thought multiple times that this game needs a monkey-man species. If the image you would imagine just doesn't come to you, think of the Apex in Starbound. Covered in fur everywhere but their palms, the soles of their feet, toes, and abdomen/belly. Discuss. Oh, and if you want to try and cook up a lore for them with me, try to get a me either on the server, or my skype, below. Icons would also be pretty awesome. BIN MONTAGE
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Fortport's Head-Whitelist Application.
Fortport replied to Fortport's topic in Whitelist Applications Archives
That's good to know, thanks a lot. I'm still looking forward to his acceptance. -
Fortport's Head-Whitelist Application.
Fortport replied to Fortport's topic in Whitelist Applications Archives
Morgan doesn't recognize the suits or symbols of the syndicate, however he has seen a bomb and energy sword. Aside from that, he didn't know they were syndicates. Only that they were armed, bad, and ran into him with those things out. I guess that is knowledge though, given that if he saw the same exact thing again it would immediately throw up red flags - at least he thinks red space suits are normal! I can edit the backstory, but ICly I wouldn't want him knowin' what kind of things make a traitor/syndicate. Would spoil it all for everyone if he could just shout "THAT GUY'S A SYNDICATE" from just seeing the jumpsuit they wear.. Regardless, I'm new here, and getting used to the whole "antagonists aren't canon" thing. I can adjust, but please bear with me. -
BYOND key: Fortport Character names: Clayton Hall, Morgan Pycroft How long have you been playing on Aurora?: Around a week, I think. Why do you wish to be on the whitelist?: Accessing all the lined-out jobs and roleplaying them, with the necessary characters. Why did you come to Aurora?: I came to Aurora because of a friend's recommendation. I was fed up with Hypatia's staff, but loved the roleplay.. hated the lack of antagonists. Aurora was just what I wanted. Have you read the BS12 wiki on the head roles you plan on playing?: Long time ago, yeah. I know how they work, what they're allowed to do.. but re-reading them again is always beneficial. Please provide well articulated and argumented answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: I think roleplay's about playing roles, and acting out how they would feel in their different world/situation. It's about making your characters believable, so that the others you do this with aren't irked out of immersion in their experience; more importantly, pulling yourself into a different universe until you fit right in and experimenting around in it with other people doing the same thing. Not sure if I'm explaining this right, but that's how I'm answering this question. What do you think the OOC purpose of a Head of Staff is, ingame?: To keep all the underlings in check, more-or-less making sure everything under their department's ICly correct, and that everything's the way it should be. A RD making sure nobody raids the toxins storage to leak plasma, ruining the game for everyone.. a CMO keeping tabs on their doctors, so that they don't mistreat patients or dead bodies, etc. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Setting a good example, I think, is looked for in upstanding whitelisted people by the staff. I think their responsibilities are: follow all of the rules, and roleplay correctly regardless of more jobs/races/benefits. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Morgan Pycroft Character age: 37 Please provide a short biography of this character (approx 2 paragraphs): ( I know I don't go too much into his personality, but this is a biography. If you want to know his character, you'll have to roleplay with him. ) Morgan's just a typically educated, home-grown man. But we all have our beginnings, and his is a humble one. He was born in 2419, during October, the son of two middle-class citizens. Morgan received standard education until his adulthood in 2436. Seventeen years old and graduated, the young Morgan decided his direction for life was in security. Having prepared for the day he was legal and educated, he enrolls in an Internal Security Duties training program just a couple months later, passing and graduating from that in 2438. Ready and knowing, he quickly sends in his application to the space-station he planned on being hired into.. and he was accepted not long afterwards. Becoming a cadet, he proved a quick and perceptive learner. Morgan was easily promoted to officer within a couple of months, and from thereon he did his duties efficiently. Years went under his belt, but eventually it was time to test his mettle for real. In late 2444, Morgan's on duty during an on-board revolution. All the pieces were in place, and the chef was the head honcho. Confronting him proved easy enough, but the young officer was surrounded by him and his accomplice in the bar. Overpowering the two criminals, and cuffing them after they ignored his demand for surrender.. he was surprised by their calmness after the cuffs went on their wrists. He was just about to call in another officer, when a close explosion interrupted him. A bomb had been hidden in a corner of the bar, and he was at the edge of the blast. It cost him his arm and leg, but he was able to yell out what had happened on the security channel. Morgan was able to testify after his recovery from critical status, in the medbay..his colleagues vouching for him. Commended for his efforts, Morgan was rewarded with a raise in pay. He'd cuffed two revolutionaries, both of them surviving and being taken into custody before they could writhe out of their restraints in maintenance! The man was given mechanical limbs, free of charge, and a badge for sustaining a lethal injury on duty. He's back in action by 2445. For the next six years he continues his service, when again he must prove himself in a dire situation. 2451, syndicates are boarding the station in their space suits.. armed with energy swords and guns. They're going in for the massacre, and its just Morgan's luck that he runs into two of them separated from their squad on a tactical mission. Before the man's able to draw his stun gun and baton, they're charging him.. and in an adrenaline-pumped, lengthy struggle, he's able to dispatch them both single-handedly. They're stunned, cuffed, and then the syndicate's presence is announced. Because of Morgan, security's able to bump up their defense, and they track down the others, those being either arrested or killed in action. But this triumph is not short of costs; in the firefight, the officer had again taken a bad injury. A laser had grazed his eyeball, rendering it blind. Instead of doubling over in agony, he somehow redoubled his efforts, and caught the syndicates by surprise. Once again, he's commended with a promotion.. but this time, he's fully realized as the upstanding, responsible member of security that he really is, remembered by others for his willpower. Three years later, he's offered a promotion. Present day, 2456. As a professional head of security, he's the manager and leader of the security department. He's proven himself a talented security member, though flawed by his handicaps and lack of depth perception. What do you like about this character?: Rugged and tough, but still majorly flawed in the physical department. What do you dislike about this character?: Is it safe to say that I don't hate anything about him that I can think of, off hand? Not to say that he's perfect in every way, just that I don't have any irks about what I created. Do you think this character is fit to be a Head of Staff? (Please note that Head characters must be over 30, unless given special clearance): I think so. Why?: He's old enough, talented, and knows the regulations like the back of his hand. Proven by his backstory. He's done his job as he's expected to all those years, and has managed to remain steadfast during situations that normal officers may have died, or failed in. Please provide well articulated and argumented answers to the following questions. How would you rate your own roleplaying?: My opinion would be biased. I've roleplayed for a few years, at least, so I can say I've done it before. Extra notes: Nothing I can think of.