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furrycactus

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Everything posted by furrycactus

  1. I know this is a thing on some other codebases, and it really helps things look nice. Or even jobs like chemistry, where you tend to have a lot of bottles in random spots on that table, it'd make that much easier. +1 from me
  2. Name: Asaar'Kalid M'kar Species: Tajara, Hharar Age: 31 Date of Hire: 09/05/2460 Job Title: Chief Engineer Preferred Contact Info: PDA, email (asaarkalid@NTmail.net)
  3. Please. The thing with blast doors is that they will actively crush and hurt you if they close on you, unlike regular airlocks. If you're in the wrong spot when they shut, you're going to be crushed. A few areas where this can happen come to mind immediately; namely spots in virology where they close over open walk ways, all the doors into labs in science, and all access points into security. Just yesterday I was making repairs to xenobiology when the power went out, and a blast door crushed me. Not very fun. I can understand the idea of it, of course. Power goes out, blast doors are going to shut on secure area to keep dangerous materials securely contained. This wouldn't be too bad regularly because rescues were still possible. But being unable to open them with a crowbar is frustrating, and as was just mentioned, you have to instead spend some time cutting through a reinforced wall instead to get in, which can be a huge hindrance when you're in a time sensitive situation.
  4. He would certainly look into EVA training as soon as he can, but wouldn't try finding unnecessary reasons to go out. He'd go out eagerly if he ever got the opportunity, though. Asking for stories from mining and science from time to time definitely sounds likely, though. His hobbies related to the interest consist of learning as much trivia about stars and planets as he can. Photography and stargazing are also a popular pass-time of his. He learned a small amount of how warriors are sometimes portrayed in human and skrell history, but they didn't influence him much. He's comfortable with humans and skrell, and will generally freely interact with them in a friendly manner. Moghes-born unathi are slightly different however. Despite being one himself, he grew up hearing terrible things about the Contact War, and the Hegemony too as a result. He wouldn't act extremely against them, but likely a little bit anxiously or mistrustful, at least at first introductions.
  5. I like this idea a lot. It might be 'useless', sure, but it'd be a fun immersion aspect that can add a little realism, without going overboard.
  6. BYOND Key: Furrycactus Character Names: http://prntscr.com/ke73or Species you are applying to play: Unathi What color do you plan on making your first alien character (Dionaea & IPCs exempt): Orange-Brown (Sand Coloured) 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'm interested in playing Unathi because I've had my whitelist for Tajarans for a little while now, and I'd like to broaden my horizons a bit more, and I find Unathi to have a fascinating culture. Identify what makes role-playing this species different than role-playing a Human: Unathi have different cultural expectations placed on them as to what is and isn't considered to be proper behaviour, which differs based on gender as well; and it can also differ somewhat depending on whether an Unathi is from Moghes or Ouerea. Mogheans are also tend to be more standoffish when it comes to contact with other aliens, while Ouereans are more open to it, since they used to be under the joint administration of the Sol Alliance and Jargon Federation. They also have a society that places honour highly, and a social caste system. They have some other things, like that it's disrespectful to refer to one by their first name unless you're close to them and it's rude to touch them before introductions. They also have three seemingly predominant religions (or rather two, with one being seen as heresy) that all have different doctrines and expectations and would each have their followers act in somewhat differing ways or have different opinions on the topics of things like cloning, cybernetics, and synthetics. Character Name: Arkani Su'kath Please provide a short backstory for this character, approximately 2 paragraphs What do you like about this character? I like that he has a clear goal in mind to work towards. Even though he may have always wanted to be a warrior in his youth, he hasn't been able to quite attain that goal, and maybe he never will, but he still holds himself to a certain standard when it comes to acting in an honourable sense as a watchman, and as an officer, and looks down on people that don't act in a similar way. This could create some interesting points of conflict with officers of other races, I believe. I also like that, while he's far from acting like a child now, he still has an incredible eagerness and desire to explore the stars to some extent. I think he'll be a fun character to play. How would you rate your role-playing ability? I'd put myself between 7-8/10. I feel that I've improved quite a bit since I began on Aurora, but I still have a ways to go. Notes: If there are any questions, concerns, or feedback (positive or negative) I'd love to hear it, truly!
  7. That's why it should only be harder for PHORON, not any of the other gasses, you can run the station fine on nitrogen or carbon dioxide, it would never be harder for newbies with my idea, unless the newbie wanted to run a complex setup for some silly reason his first day in engineering. I am only asking the engine to be harder to work on with phoron currently. Nitrogen is a very trashy gas to work with when setting up the engine. Sure, you can get power out of it, but not all that much, the heat transfer rate is garbage, as is the heat capacity and retention, and you need to re-energise the crystal every 20 minutes or the core goes cold; which is a giant hassle in the rounds where there's at least 5 breaches and a blob all happening at once and there's no crew to spare. Also, CO2 is even harder to get than Phoron, because ALL of it is in Atmospherics, and it can clog the pipes. If you WANT the engine to be hard and more challenging, but offer more rewards, come up with custom gas compositions, or try maintaining a stable crystal matrix while powering it with as many emitter shots as possible. I've done a few of these things under the tutelage of another CE a few months ago. The risk is much higher, but you can get much more power out of it. If you do fuck up, engineering is a crater, but then it's entirely your fault, because you chose to risk it. It's an option for those who want to be daring and try new things, while accepting a risk, and it doesn't screw over less experienced engineers who don't know how to, or aren't confident doing such things.
  8. I was a massive, massive fan of Clockwork Cult before it became tower defense. I unfortunately don't have many suggestions on how to do it myself, but if we managed to find some ways to make it more high-rp friendly, I'd be absolutely on board with porting that. It's honestly something I've wanted for a long time on Aurora, I love the aesthetic to pieces. If a Blood Cult/Clock Cult round were possible, similar to crossfire, we could quite easily carry over the lore from TG (I know, I know) that states Nar'sie and Ratvar are sworn enemies, due to Nar'sie trapping Ratvar in Reebe. I do know at the least that if they're both summoned, they hunt each other down and fight to the death. While I think it would be amazing, I don't know how willing other people would be to have it introduced into our high-rp setting though. Still, a huuuuge +1 from me.
  9. Giant +1, I love integrated circuits, even though I'm trash at them, I still find them fascinating and fun to mess around with. I'm always on board for expanding them. Though, on that mention of multitools, you already can use them to do those things I'm pretty sure. Engineering has a circuit kit in storage and I've made plenty of things with just a multitool instead of a wirer and debugger before.
  10. Nitrogen is barely viable as an engine gas, it's absolute trash. Anyway, I'm generally pretty largely against this suggestion for a couple reasons, and I'll try to elaborate my reasoning better below. - Firstly, the Supermatter is already unforgiving enough as it is to new players that are learning engineering. A simple mistake made by a new player or someone that doesn't entirely know how the engine works can be enough to cause a delamination and get someone boinked. I suppose this wouldn't be a huge problem most of the time, but I feel it'd be especially glaring in lowpop rounds, or just rounds where engineering ends up rather lightly staffed. I've already met a lot of people that are too intimidated to play engineering because they don't understand how the engine works well, and woe to the poor Apprentice one shift who has no idea how to set up a now highly complicated engine without any instruction or supervision. The entire crew is going to be expecting that single engineer to be a miracle worker, and all fingers are going to point to them if the engine fails twenty minutes in. - There has already been an increase in frequency of shifts going dark because there's no engineers to set up the engine. If some arrive late, and the engine is going to take another 20-30 minutes to set up, everyone's just going to want to transfer or evacuate by then, because they've been sitting on their hands because all their workspaces have been out of power for over an hour. - There's already a huge lack of alternative power sources for the station if the Supermatter goes out, or isn't set up at all. Making the entire engine more unnecessarily complex... "just because" is likely going to lead to more people being unwilling to even attempt to set it up, since fucking up the engine as it is will already quickly get you boinked. The solars are way too small to power the station, not to mention they're bugged to hell, PACMANs aren't viable, and everyone is too irrationally afraid of the Tesla to even consider trying that, even though it's safer and works fine. It's also not mapped the best, so it can't actually be started unless power is already running, unless you get creative or work incredibly fast, with multiple people (and good luck with that). That being said, if the Tesla were also made viable to set up instead of the Supermatter at roundstart, I'd be fully on board with this idea, because at least then there's an alternative and the choice is in the players' hands. - If it gets even harder, it's going to force everyone that plays engineering to re-learn such a vital aspect of it, and it'll potentially scare off any would-be engineers that are already intimidated by the engine as it currently is. And on some shifts already, when you have to stop and teach an apprentice, it can take long enough for half the station to lose power. If this change makes teaching people take even longer, you'll have half the station smashing down your door to come yell at you to turn the power on already. - If you really want more complexity or difficulty with the engine, try changing up the gas compositions you use on a shift instead of just conforming to the phoron standard. Changing gasses is pretty high-risk/high-reward. It can be much more dangerous, or require much more tending to constantly to keep the power output up, but you can get far more power out of it, but I feel that should be a choice that players get to make. If they're comfortable with a safe and effective setup then they shouldn't be punished for that, but if they want to branch out and risk safety, they should be rewarded, too. - The proposals for radiation leakage and such are already a thing, honestly. With some setups I've seen [mention]Flamingo[/mention] (sorry for the mention pls no ban) do, or done myself, radiation leaking into the foyer or janitorial is already a huge problem unless you do some serious renovations, like spending time and resources removing loads of windows and erecting new reinforced walls in their place, and even then, half of engineering is cut off entirely and extremely unsafe unless you have a radiation suit. - As for the suggestion for phoron degrading into O2 and N2. God. Please no. It doesn't really make sense that this super element that we have just turns into O2 and N2. Also, when hot phoron combines with oxygen, you get fire. The Supermatter already produces small amounts of phoron and oxygen when it's active, and this already causes flash fires in the core. Throwing more oxygen in there is basically an assured recipe for a core fire and delamination, especially if the filters don't actually do their job. Also, gimping the filters in the engine room is going to gimp all of atmos, and there's already hardly any incentive for people to play atmospheric technician. Please no. Just to reiterate, I think it'd be fine if the alternative ways to power the station (solars, Tesla) were made actually viable or easily possible to actually set up at the start of the shift (having more of the Tesla parts set up at round start would be helpful for instance). But without that, I have a feeling that it's just going to lead to even more shifts going dark 30 minutes in.
  11. I wouldn't say "organics might not like it" it the best basis for the argument, because it can be switched around too. Synthetic players are going to feel cheated if they can't play command at all, also regular humans might not like working under a Tajaran, IPCs might not like working under a Skrell/Unathi, anybody might not like working under a Vaurca (not that Vaurca heads are common by any means). It sounds much more like an IC issue and should be handled as such, in IC. No sense punishing an entire section of players that might be prospective command, or already command. And like it was said above, it'd be throwing a bunch of previously established RP in the bin Huge -1
  12. I've only just recently started getting to know Eliana and her characters, and they're REALLY good at roleplay, and very very fun to interact with. I can't give much input when it comes to Skrell lore, but I'm almost certain she'd play one very well. Huge +1.
  13. I definitely like the idea of diluting the trauma pool with less severe stuff, because honestly, dealing with traumas is absolutely cancer, doctor or patient, especially when some idiot doctor rushes and clones every dead person and then SSDs when they have 60 gibbering fools that you're now forced to let loose on the station because there's no psych or chemist. At least it makes these situations less severe, both for medical staff and cloned players alike. Sorry, ignore my immense salt over how ass I think traumas are. Seriously though. Expanding the pool with less severe things sounds like a good idea, because they're all pretty crippling individually, let alone together. You're nearly always going to be hit with multiple if you're ever cloned - or even if you just get some brain damage due to oxyloss, which also happens more than you might think, and it's really really hard to deal with. Giving the psychiatrist a verb like that also sounds like a very good idea, as long as roleplay is prioritised when it's used and it's not just silently staring at people to make them all better. I'd give it my +1.
  14. That seems like it'd be adding some unneeded complexity. Engineers, for instance, often need to make use of meson scanners to safely set up the engine. If xeno fitted versions of the goggles are readily available at roundstart, sure, I guess it's fine, but if they're not available and need to be ordered from cargo specifically (like xeno electrical gloves, which is another can of worms that I'm unhappy about), then it's going to make engineering a bit of a pain when these essentially necessary items are unavailable for anyone that isn't human. Same for medical, where medHUDs are, while technically not necessary, they're essentially an expectation of the job. If they'd be already on station, or at least easy to get, and numerous enough that they'd be available to those who need them, it sounds fine. But if it's like the xeno electrical gloves problem, it's going to be pretty directly shitting on non-human crew and directly hinder the ability for some races to do some jobs.
  15. Is this suggestion purely for prescription versions of eyewear, or is it covering all versions of eyewear for xenos? I'm a little unsure on that.
  16. Hey, I was the person playing CE this round, so I figure I should probably give some input. During the round, at the start myself the HoP did indeed try working together to work out this improv event and stuff. Things started to gradually go south concerning the malf AI a little bit into the round, so I started working with security to take on the AI and its borgs. It was around here where things started going south, as myself and the security officers ended up cornered in the bunker while trying to fight off the malf borgs, and it was about then that the blob announcement also came. I'll agree that my responses were kind of short and a little hostile, but that's because I was in a dangerous situation for much of the time, so I didn't have much time to give better responses. While it's true that help from the HoP would've been helpful, I'll accept that it's my own fault for not actually asking for assistance. Nor did I even notice mention or suggestion of being made acting captain, because it was a rather hectic situation. I had to break my way into the AI Core, through several reinforced walls and rock, with hostile borgs right on our tail; grab the AI, come back out, leave the AI and carry a dying officer to medbay through the sublevel, come back, grab the AI, help another officer carry a dead officer back through the maintenance tunnels, try and get the AI to science, end up taking it to security instead, leave it in their care, run to engineering, try to rush upgrades to Atmospherics because there were loads of breaches, grab an emitter, run to the surface, try and coordinate my remaining engineers, locate the blob core, kill it, try to patch external breaches, and then restore atmosphere just barely in time for red dock to be safe for the crew. It's then that myself and the HoP did coordinate properly to ensure that people made it to the shuttle. It's true that I was reasonably miffed for having to act on my own a fair bit, but in Jackboot's defence, I didn't directly ask for help, and I was a bit overwhelmed and busy with the workload to stop and chat.
  17. This is an amazing suggestion, and it would add a lot more flavor and depth to characters, I feel, because the visual aspect is a big part of it for a lot of people.
  18. Made a couple of changes, given some feedback received. Most notably, I moved the vent closer to its original location, and added a mix tank in its previous location, and also shrunk the size of the intake/outtake.
  19. Yes they can be, but I'm saying that it seems strange from an in character perspective that taj/unathi engineers are expected to buy their own gloves, during every single shift, instead of them being provided, or being blatantly unsafe with regular gloves.
  20. That's a good point, I didn't think of that. In that case, yeah, a locker would be absolutely fantastic. Especially given that Security already provides some xenowear for their officers with a locker.
  21. Pretty much what it says on the tin. It'd be nice if race-specific electrical gloves were available to engineers in the xenowear tab, because otherwise they're forced to take a normal pair of insulated gloves and snip the fingertips off. Aside from the fact that the term "mangled insulated gloves" is kind of ugly, I mean... the IC aspect of it is pretty absurd. Insulated gloves are supposed to insulate your hands so you can deal with high voltage wires without turning extra crispy, but it's the norm and completely required of anyone not human to cut the fingertips off of their gloves to wear them, which really is plain dangerous, unless you go to the trouble of specifically ordering a suitable pair from cargo. There are other items in the loadout that you won't spawn in with unless you're working a certain job. Sec/Eng/Med webbing and drop pouches for instance. It doesn't seem like it'd be a stretch to provide Tajaran/Unathi/Vaurca electrical gloves to Engineers under the xenowear loadout. Or even just mapping in a box in engineering with some spare xeno gloves.
  22. Here's an image of Exodus' Atmospherics, for reference.
  23. That's a pretty easy addition to make, and I could do that. This was about as small as I could make it while avoiding pipe congestion, and keeping it generally aesthetically pleasing. I could possibly reduce its size downwards a few tiles, but I'm trying to avoid congested pipes and still allow room for upgrades without having to totally repipe everything.
  24. Please fix the doubled up Atmos Voidsuits. It was fixed a while ago but seems to have returned. When you look at it on turf view/right click you get this: https://prnt.sc/k0oi11 The double windoors take a bit of fiddling to both get open, and it's annoying trying to set up the voidsuits when there's duplicates. It used to be like this when it was briefly fixed, and it was so much better: https://prnt.sc/k0oiiq
  25. So, I've been playing Atmospheric Technician for a while now, and after speaking with some people about it for a while, I've realised there's a couple things wrong with the roundstart Atmospheric setup. Namely, it's way too small, and too efficient at its job. Here's the current atmospherics room. It's very small, it's very compact, it's very streamlined, and it's very efficient. At the moment, trying to upgrade it as an atmos tech consists of switching around four pumps at most if you want an easy and super effective setup, and then you've finished your job for the round; and you're reduced to either sitting on a chair for the rest of the round, becoming a regular engineer with none of the access, or just going cryo. One of the more enjoyable things to do as an atmos tech is to mess around with custom setups, and see how efficient or fun you can make the pipes work. But as it is, there's not much to do in that regard. It's already efficient, just change a thing or two, and it's much, much too compact and small to be able to do any custom setups. Here's a proposed change that I mapped after getting advice from some more experienced engineering/atmos members. This setup is much larger, which allows for much greater customisation, and an important additional thing is that it's less efficient. It'll get the job done if there's no optimisation, but it can absolutely be improved on in a variety of ways. There's also a couple quality of life changes, like the placement of pipe dispensers down there, movement of the atmosphere alert console, and the addition of another engineering console. The mixing ports were also expanded a bit, and a gas heater was added, alongside a gas cooler, which saves having to beg your way into technical storage to scrounge for resources, or to spend time begging science instead in order to be able to make one. I also moved all the gas canisters into one section, and switched around the scrubber intake and distro outtake. There was also a new gas tank for N2O. One problem with a lack of an N2O tank was that when N2O ended up in the scrubbers, it had nowhere to be filtered to, and would simply remain in the line, which was annoying and would take up space. And, of course, the tank comes with a digital valve to let the admemes know if someone's putting it in the mix. I'm hoping this suggestion will bring a greater degree of freedom and customisation to the atmospheric system, and hopefully encourage some more players to give it a go and learn; as well as bring some more enjoyment to it for older and more experienced players, too. Note: I'm by no means a master at mapping, but I understand the basics to it and have a little bit of experience. I'm at least 90% sure everything works as intended.
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