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Everything posted by furrycactus
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[ACCEPTED] Geeves' Vaurca Application
furrycactus replied to geeves's topic in Whitelist Applications Archives
-1 because then he'd play Ioraks less, for a bug no less Really though, Geeves is an amazing roleplayer, one that I've always had a lot of fun interacting with, and I know he puts thought and care into his characters. I only know a little bit of Vaurca lore, so I can't comment much on that front, but he already holds at least two alien whitelists, and a command whitelist, which are all upheld well (for the most part). I think he'd make a fantastic bug. Huge +1. (also that spoiler fucking killed me) -
I like it very much. Down the bottom though, are those all heaters, or are some freezers too? Toxins needs a way to get cold gas too.
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Did a few last minute changes at the request of Arrow.
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Let's end this meme of forced reliance on engineers
furrycactus replied to BurgerBB's topic in Completed Projects
Proper education of the phoron/nitrogen engine could always be very useful. Most people know not to follow the book on the table because it's just incorrect. Perhaps updating the book to teach the more working version - being 1 phoron hot, 2 nitrogen cold, 11 shots - can certainly help a lot, even if that engine takes a little while to heat up properly. But even with adding that information, people are stubborn and will just go for their phoron setup that's much easier and makes power quicker. Moving more phoron into hard storage can be helpful for that. I used to be against the idea of that, thinking it removed work from the atmos tech, but really, no. It's just much better, since it doesn't force people to hack in to get the phoron, which people always do. Hopefully the more useful solars that are coming soon might attract more engineers, as well. I'm very, very much for having a shields room already on the surface though. People rarely volunteer to do them willingly, because of all the dragging around that's necessary, and as CE I usually have to specifically make someone to do them or do them myself. Some engineers don't even bother to set them up, or don't know how to, or know where they're meant to be dragged to, and then we end up with breached hulls, broken windows, and carp inside the surface. It's a lot of tedium that's all but necessary, and I'm pretty sure said grind is what drives away a lot of people from playing engineering repetitively. -
Make ERT admin spawn only until NBT comes out
furrycactus replied to Scheveningen's topic in Archive
I'm pretty sure it used to be like that, a horde of unwashed, unwhitelisted ERT troopers would come onto the station and give command the boot. And in my experience with playing command at the moment, there's a number of troopers that still come aboard and act as though they're now in charge. If it's about a combat or safety issue sure, but when ERT come on and start bossing me and my department around, especially when half of them aren't whitelisted and don't know what they're talking about, it's a huge problem. We call them to help us, not take over. If they're whitelisted, that's not as bad, but dear god please no. Don't give ERT an even bigger power trip. Especially not power to arrest and charge heads with neglect of duty, just for being called, if a problem happens that wasn't directly their fault. -
Let's end this meme of forced reliance on engineers
furrycactus replied to BurgerBB's topic in Completed Projects
I'm really not a fan of the engine already starting out filled with phoron and ready to go, because that'll gun down the ability to do any custom setups without doing a very, very lengthy draining process, which becomes obsolete if the engine starts out ready to fire anyway. Aside from that though, I love everything else suggested. Carrying shields up EVERY round is absolute cancer, and I'd love a dedicated shields room being up already. There's never much to do, renovations wise, unless the team wants to do a lot of work that's always interrupted by antags and is deleted at the end of the round, so nonvital areas lacking some things can be a great alternative and will give engineers something to actually do. -
Not a terrible idea honestly. I could possibly map some drafts tomorrow if you'd like, and if people seem to be on board with the idea.
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This is really good! But you forgot Chief Engineer in the Command bracket.
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Please, I am begging. I would love for Poly to be brought back instead of B.O.B. Every other head of staff has an interactive or at least INTERESTING pet. The CMO gets a cat that sees ghosts, the HoP gets Ian, the Captain gets a fox, the HoS gets Columbo, and the RD gets a freaky xenomorph pet which is really cool to brag about. The CE gets... a completely non interactive floor-bot that's yellow and has a hat. It doesnt talk, it doesn't do anything, you can't pick it up... really, its very boring in comparison. Poly is substantially more interesting.
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Jesus Christ. This has all of my yes. It's just last night I mentioned "it'd be cool if bandages or splints had a visual sprite". I love it. It also reminds me of the medical patches that TG has that chemistry was able to make. I love it so much.
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[Accepted] Furrycactus' IPC Application
furrycactus replied to furrycactus's topic in Whitelist Applications Archives
Thank you for reminding me about that part I accidentally left out. Neither of the parents worked at NT, but truth be told, the roboticist in the backstory was my previous and now-retired robotics character who used to work on the Aurora. The backstory, while also serving as the basis for the application, was also to give provide a small legacy for that character as well. Since he had worked for NT for a while, he had decided that NT would be a good fit for Sander to work, given most IPCs are treated well enough, at least in the Research department. It seems I just forgot entirely to add that part though, thank you for mentioning it! -
BYOND Key: Furrycactus Character Names: https://i.imgur.com/x2IgQnU.png Species you are applying to play: IPC What colour do you plan on making your first alien character (Dionaea & IPCs exempt): N/A 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: I've been interested in playing an IPC for a decent amount of time now for two reasons mainly. One being that I already have two other alien whitelists under my belt, and I'd like to expand my horde like a greedy dragon (I'm joking), but mainly because I love playing synthetic characters. AIs and stationbounds are fun, but they're limited in what they're able to do and how they can act, because they're not crew, and because they're a station asset that needs to follow laws. IPCs get a little more freedom in this, because they're more independent units that aren't lawed, and can act with various degrees of emotion. Identify what makes role-playing this species different than role-playing a Human: For starters, IPCs are entirely synthetic in nature, being effectively similar to androids, in that they possess a positronic brain. Being entirely synthetic, they don't feel emotions as humans do, but they can instead emulate them - or not, as well. Some can come across as purely robotic and fit for a purpose, while others can be made to be more personable when interacting with organics. The overall way that they behave can also depend on their status as either owned or free, as many IPCs are considered properly, whether owned privately or by a corporation. Some are 'free', however IPCs across the board suffer far less rights compared to other races, are paid less, and can also be heavily mistreated or mistrusted due to their synthetic nature. Character Name: Sander Please provide a short backstory for this character, approximately 2 paragraphs Within District 5 of Mendell City lived a young man who had always possessed a keen interest in robotics, perhaps to an unhealthy level, ever since a young age. Blessed to have been born to two rich parents, both of who were retired scientists, his interest was nurtured and grown. He attended Hongsun Park Engineering Institute, and graduated as an accomplished Roboticist. He briefly took on work in various places, however due to his family's wealth, he ultimately never felt much need to remain employed for long, and ultimately left the workforce just as quickly as he entered it, returning to a somewhat pampered lifestyle. To him, this was ideal, as it meant he was free to spend his time working and experimenting with various creations and unique designs of his own. This story is not quite about him, however. Using his parents' connections and wealth, he was able to come into possession of a positronic brain. This is what the IPC to be later designated as Sander began its existence as. The young roboticist was an only child, and was never any good at forming lasting friendships with people, leaning to his rather eccentric nature and near-obsession for his work. It's from this that sprung his desire to, quite literally, make a friend. After some time and credits spent, the Baseline IPC given the name "Sander" by its creator was born. For the first few weeks of its creation, Sander was not given much of a goal to carry out. However, equipped with some of the more sophisticated personality and emotion emulation technology that could be acquired, it served as a friend and conversational partner for its creator for some short while. At the behest of his parents however, the roboticist was eventually coerced into downloading additional information into the IPC's databanks, opening it to be able to carry out more forms of work, instead of being a very, very expensive talk-bot. The unit Sander was given an enhanced capacity to carry out work within various fields of research; in particular, xenobiology and xenobotany. This was done at the behest of the father, who also worked in those fields. Shortly after, the unit was contracted to work for NanoTrasen on any facilities they saw fit. While Sander is regarded fondly by its creator and his family, and is even considered to be a valuable member of the family itself, it is still owned by the family, and lacks any form of freedom and rights that free IPCs possess. However, it's family loves it and cares about it, so that's all that matters after all, right? What do you like about this character? I like that this character would, at the very least, start out as an owned IPC, which is an interesting concept to me, playing a character that is quite literally owned by someone as a piece of property. And I also like that they happily carry on in such a situation, not particularly bothered by it, content to serve and be part of the family that created them. Since it is their wish for it to take up work to repay for being built in the first place, it is something that Sander carries out fervently and without protest. How would you rate your role-playing ability? I would say around 7.5-8/10. I try my best, and like to think I've been improving, at least, but I still have a good bit to learn. Notes: Of all my applications, I'm probably most nervous about this one so far. If anyone has advice or feedback, positive or negative, I greatly encourage you to share it, because I'd like to improve as much as possible.
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I love love love this idea. It could also promote some tactical movement for once when it comes to sec or antags, instead of everyone on harm intent trying to dogpile over each other to unga the valids.
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Hocka's Head of Staff Application
furrycactus replied to Hocka's topic in Whitelist Applications Archives
Hocka is a competent engineer and atmospheric technician, and I've had the fortune of teaching and watching him grow his characters over the last few months. Mechanically wise, I'd say he's got all the important things down pat, and he's certainly capable of showing newer players the ropes. I've also seen him take on Interim CE a couple times over the past week or so on Jeremiah, and he's performed well. Roleplay wise, I always enjoy interacting with Hocka's characters, and he manages to make them all seem different and unique. Jeremiah was the first one that I got to work with, and I'm glad to see him still kicking around. I'm confident he'd be able to step up to the plate as a member of command staff, and especially as a Chief Engineer. He has a solid +1 from me. -
Don't worry, I've done that as well!
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I installed some new holopads throughout medical. One in chemistry, reception, the EMT Bay, the ICU, general treatment, both examination offices, the CMO's office, cloning, in pre-op, and one in surgery. Also fixed some missing lights.
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I had something like 10 days to think about what else to do, so I chucked some additional things in that are unrelated to this in particular but concern my last PR about sublevel improvements, but I figured I still need to mention their existence. Added an extra air vent in each sublevel airlock, because it takes forever for one vent to drain a 2x2 room. Also added some plating around the side of one of the atmos tanks.
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The Next Big Thing - The Official Write-up Boogaloo
furrycactus replied to Skull132's topic in General Announcements
Its an interesting idea, but it sounds like it's uncomfortably close to the entire basis that Persistence was formed on. A mostly persistent colony that's built and constructed by the people that live there, with antags either not existing or being dialed waaaaay back to work in a different fashion. Do correct me if I'm wrong on anything though. Its not necessarily a terrible idea, but, it seems pretty close to something that's already being done. -
Have the Chef's Vendor be Fully-Stocked
furrycactus replied to Conspiir's topic in Completed Projects
In the event there's no Janitors around, there becomes no way for the every day person to get their vendors restocked. And engineers shouldn't have to break into Janitorial to do their job for them. They already need to break into atmospherics for the Supermatter. I don't really think "you can just hack in" should be the acceptable solution. The low stock doesn't affect Medical vendors, because medical needs them to keep people alive. It doesn't affect the bartender, because... why??? Who knows. But it does affect engineering, which is quite annoying, because it's arguably one of the most important departments on the station, and I shouldn't have to hack my way into Janitorial every round to fix it. -
Have the Chef's Vendor be Fully-Stocked
furrycactus replied to Conspiir's topic in Completed Projects
The engineering vendors also suffer from this. I die inside when I go to set up shields and we have zero airlock electronics and two pieces of cable coil. It's really annoying and should only affect food vendors, because it gets in the way of doing our jobs. -
What, Doxx doesn't have a command whitelist already? God damn. I haven't done as much roleplay with Doxx as I wish I had, but the times that we have interacted have been enjoyable, at least to me, and I've seen that their characters are all believable, well made, and fun to interact with. They've also perfectly upheld all the alien whitelists that they have under their belt, and I'm certain they'd make an excellent member of Command as well. Huge +1.
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As was already said, reactive roles aren't a bad thing, and most of medical are reactive roles. This is an RP server, so it's not hard to believe the players can actually go off and RP when they're not entirely needed for their job. Other things they could potentially do is speak to crew members who have rather barren medical records to get an idea about what they wish to be done to them postmortem, for instance. And like I had just mentioned, medical and the CSI do already put them in the morgue, but that's about it. They're stuffed there and nothing more is done with them, unless they're cremated. Renaming the Pathologist was the latter part of my suggestion and I'm also on board with that. I agree that it's annoying that half the medical roles are all alt-titles for Medical Doctor, which is why the suggestion was for it to be its own slot - or make Virologist its own slot, and have it be an alt-title. The alt-title for the Virologist was what I also suggested at the end of my post, because it could also work. Virologist would need its own unique role though, instead of it being a Medical Doctor alt-title as well. I'm simply saying that it doesn't seem to make sense that so many different roles on the station claim responsibility and in-depth knowledge of autopsy reports. And detectives doing autopsies sounds like lowkey powergaming. Same with regular doctors and virology. And it wouldn't quite step on peoples' toes, I don't think. Ideally a Coroner/FP would simply be the first person you go to for this thing. If they're missing, then other roles can fill in if the character has the skillset IC, as most roles work now. The overall purpose of the suggestion was to fill a bit of a grey and cluttered area between Medical and Security. While doctors and security can look after cadavers if they wish, it's rare they'll dedicate proper time to it, because their jobs have bigger and more important requirements. The proposed role was intended to fill that gap.
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Or a doctor's. It's always been a bit of a grey area, as far as I've seen anyway. It doesn't seem logical that a Forensic Tech has the extensive medical knowledge on top of what they already have forensics-wise to perform an autopsy, and they've still got a decent bit to do without that one facet. It's more like a quarter, that they shouldn't logically have in the first place.
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It's not like it was designed to entirely replace the current R&D system, it's just an optional addition, and personally, I like the sound of it quite a lot. Perhaps it could also be made possible for additional resources to be sent to science if a paper is good, just a little bit of everything. Some parts for robotics, resources for R&D, maybe some randomised seeds for xenobotany, a core or two for xenobiology, or some anomalies for xenoarch, all chosen at random, maybe? Perhaps something that can also help them continue their jobs and reward them for their work?