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furrycactus

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Everything posted by furrycactus

  1. I for one really like the animations, it makes everything feel more... I don't know, responsive. It feels like things are actually moving, rather than 2D things simply gliding around everywhere and at most maybe changing direction. While I am admittedly not a huge fan of the chat bubble animation, the rest I all love, and these are all practically standard animations on many other SS13 servers. I can understand the argument of wanting Aurora to have its own art direction, but even so, Aurora's art development in compare to other servers is exceptionally stagnant, and I think these animations help spruce it up a bit.
  2. Yeah, while I think this is an excellent idea, it's going to be disproportionately round-ending for Unathi due to their deep aversion to mechanical prosthesis. Adding an optional way for medical to regrow limbs would help fix that though.
  3. If pure black is such an issue, then couldn't the sprites simply be altered to not have it? As for wanting flash protection on aviators always, couldn't they just be changed to always have it, and make the HUD part the toggled setting? The medical ones simply only toggle the HUD on/off, after all, for instance. I'm bad with code unfortunately, so I don't actually know how difficult it might be, but it sounds like both issues here could be easily solved, without having to remove one of the options.
  4. You're showing us a graph where 71 people wanted the aviators to replace them outright, but 94 did not, and 45 did not care either way. 71 people that want the sunglasses, which offer both flash protection and HUD, replaced with aviators that toggle between the two. 53 people that want to keep both. 41 people that want to keep the mechanic of sunglasses but with the sprite of the aviators instead. 94 people that don't want aviators replacing sechuds, as opposed to 71 who do, and 45 who did not care either way.
  5. I don't see why it even needs to be a consideration in the first place. Why can't both be kept? Are we removing medHUDs because aviators do the same thing? And material and meson goggles too?
  6. I'm not sure how it's even possible that you made the immense leap from sunglasses to eye lasers. And calling the sunglasses powercreep as well is a huge stretch too. You were suggesting nerfing flash protection across the board and changing or removing things, which should probably go in it's own suggestion thread, not an opinion poll on whether people want to have this item removed in favor of a different one.
  7. Oh you're that troll account, got it.
  8. The sunglasses in the loadout already don't have flash protection unless you're command or security. And not to mention, flashes are scarcely used anymore since they were nerfed to no longer be an instant win button. And the aviators also have a flash protection mode as well, so.
  9. Feedback thread for this PR: https://github.com/Aurorastation/Aurora.3/pull/6516 It's not my PR, but there was no feedback thread posted as it was deemed "not necessary" because people would... actually state their preferences??? And then the PR had discussion locked so people couldn't give feedback there. This entire silencing of community opinion aside, how's everyone else feel about this idea? I, personally, don't like the security aviators and would prefer that we keep the secglasses, because I don't want my security characters to look like absolute fucking doofs wearing aviators while on the job.
  10. I was also in this round, playing as one of the members of command. While security weren't exceptional by any stretch, well. Forgive my bluntness, but the entire antag gimmick was extremely not engaging. You announced immediately on arrival that you were literally bringing an entire nuke onboard and would set it off if you didn't get everything you wanted in a very "do exactly what we want or everyone in the round dies" kind of way, which frankly, was extremely shit. Certainly, security could've acted far better. I wasn't very impressed with them either, and think they did a terrible job; but at the same time, I can't lay all the fault at their feet, considering you all showed up to the station thinking that dragging an entire nuclear warhead onboard was fine. Did you expect security to just bend over and let you do as you pleased while carrying a fucking nuke~ onboard??? Which was detonated at the one hour mark, no less, killing the entire crew, the majority of which got no RP out of this entire situation whatsoever aside from having to hide in their departments because of code red and code delta. I would also argue for an antag ban personally, but it's absolutely not my call to make in the slightest. The nuke is bad play practically always, and should just be removed if you ask me. Or at the very least, not be allowed to be taken off the ship without proper escalation. You guys dragged it on the station with you as soon as you arrived, so I have no sympathy for any of you, honestly.
  11. You don't need to remove the RIG to handle the components in it.
  12. Mining has a cell charger right outside their airlock, near the ladders.
  13. In regards to the presence of two examination rooms, I echo the sentiment that two feels like too many, as they're rarely utilized to begin with, let alone both of them at the same time. I mapped most of the current iteration of Medbay all the way back in September, which can be found here: In it, the initial layout accounted for one exam room, with medical storage being connected to the ICU (where the smaller exam room is now), the current break room being a lobby for psych patients, which can be seen here. (EDIT: I have no idea why the rest of my message is in a spoiler, but I can't fix it on mobile.)
  14. Thanks for the feedback Coalf, I'm glad that you took the time to look over what I wrote, and I appreciate the honest and detailed responses. As for the content of what you're said, I agree that too often I had too much of a tendency to expand on unimportant information in place of the areas with more substance, which I feel is a weakness of mine. Sometimes I start writing on a point and get distracted, writing on a tangent instead, and don't stop until a new point comes along. It's something I've always done, and something I've been trying to improve on over the years, but I'm evidently not quite there yet. I'm glad that you enjoyed the second half more, as I feel I did put more work into that one, having written it over two days and such, but I realise that it still suffered from my extended description on less important things. As for simply using "type a" and "type b" and such, I did intend to come up with a proper medical term for each of those, but I was really really really bad at that, and elected to use simpler terms for the time being, but I can see that I've ended up just shooting myself in the foot again in doing that. Ultimately I've read over the essay a number of times since posting it, and I've seen many things that I'd change or remove or add, but I didn't really think I was allowed to do so, so I left them. But I agree wholeheartedly with your criticisms of it, and I'll take the advice on board for next time, should I try writing something similar. Genuinely, thank you for the input, Coalf.
  15. I for one welcome our new Skrell overlords with open arms. Oppress the smelly apes.
  16. Ckey/BYOND Username: Furrycactus Position Being Applied For: Skrell Lore Deputy Past Experiences/Knowledge: Several years of general roleplay experience prior to joining Aurora, positions in lore development teams for three roleplay communities prior to Aurora, avid D&D player for a few years. Examples of Past Work: No lore work on Aurora, but I've contributed several map related things in my time here. https://github.com/Aurorastation/Aurora.3/commits?author=furrycactus Additional Comments: I chose to write my essay on the topic of Skrellian psionic abilities and telepathy, which can be found here. If you don't like the ideas proposed in the document, that's fine, but I at least hope it was an enjoyable read. Timezone: GMT+10 currently, GMT+11 when in Daylight Savings.
  17. I've only played and interacted with Jawdat a handful of times, and it's been a little while since I have, but I adore him. He came across as a bit grating to some of my characters, but OOC I find him hilarious. 10/10, drop another hot mixtape soon.
  18. The times I've played in rounds with your characters, I've noticed, as mentioned just above, you have a bit of a tendency to dip into powergaming and metagaming. When you played Ryder, I often saw rounds where you would take the syringe gun and grenade kits early in the rounds before much has happened, you'd produce chloral as soon as things started to go slightly amiss in rounds; and started teaching new chemists too that this was a good thing to do, when it very much isn't. Not just that, but I'd often see you leaving your lab extremely often to treat patients when doctors were present, even going so far to all but shoo doctors away so you could treat their patients instead, or outright contradicting a doctor's advice in front of the patient. Sometimes I'd see you responding to calls when there were paramedics. I'd even seen you assisting with surgery on Ryder once. Now to my understanding you don't particularly play him much any more, so you may have improved some from those days, but he was not the only character I'd seen some questionable things done on. On Flamel, I've seen you hop between a number of station roles with him, which is somewhat questionable for an IPC, given that they're generally supposed to be built for a highly specialized purpose. I've seen him do chemistry, virology, xenobotany to an extent, R&D, I even saw you waltzing in and out of the robotics lab when I was playing roboticist once, and when I fell SSD, I came back to have found myself in cryo with my gear stripped (that part is fair), but also you having taken my ID (which I'm pretty sure is against the rules) and built a number of things like RIG suits and various modules in the lab. Even with Wayland who I believe is a regular scientist, I recall another round where an AI ended up with an ion law, and rather than contacting command and allowing them time to fix it, you went straight to building a law console in R&D, and applied the PALADIN lawset to them on the spot; then handed me an intelliCard as Captain, and told me "You know what you have to do.", though I believe I warned you about that incident IC already. There was another round I believe too, where you performed surgery in the medical bay while playing a xenobiologist, too. I want to emphasise that I don't bring these situations up in an attempt to smear you or your application attempt, but simply because these are situations I've experienced with you and your characters that I feel are of considerable concern for anyone, but especially for somebody that's applying to be a head of staff. As it is, I don't think I could confidently say that I personally think you're ready for a head of staff whitelist. These issues aside, roleplay wise, I think you do okay, but I would have to give you a -1 until I know that you've improved on these tendencies.
  19. Why would NT even hire a bunch of people skilled in emergency trauma surgery for their department of mall cops when there's already a medical department.
  20. I'm begging you, remove traumas and revert cloning to what it was. Failing that, just entirely fucking delete cloning and traumas both. They're fucking awful. I've never played with such an awful mechanic before. Not to mention the fact they bug out sometimes; treatments not working like they're meant to or some just not being curable at all. The information on the wiki about them is absolutely pitiful as well, and offers very little help to players, it only offers their names and how to cure them (which is also conflicting evidence between the Psychiatry, Chemistry, and Medicine pages). They're not fun to deal with as a doctor that can treat them, they're not fun to deal with as a doctor who can't, and they're especially fucking awful to deal with when you're the one suffering from them. Very few people like them. Please. God. Please.
  21. I really love this idea, especially given that it allows security to be more disseminated throughout the station and get better interaction with people in other departments. It's a really good thing, but my only other concern is how the Cadet role would be handled from then onward. I'm assuming they'd simply remain a standalone role and then go seek out the respective security personnel that is in a job they intend to learn, rather than just floating about, right?
  22. If implants could be properly coded in for the loadout (not just for this, but also for general implants for skrell, and even vaurca too), instead of being additional organs, that'd be neat. But obviously, take this with a whole bag of salt, because I have no idea how hard that actually would be to code.
  23. Adding onto what Flam has said, Polaris has special voice synthesizer implants available in the loadout for certain languages. Characters there are able to understand certain languages, like EAL or Skrellian (which is what they are called there; and please for the love of god don't derail this into a discussion about EAL being learnable) as long as it's in their selection, but they are unable to speak it in turn without a vocal synthesizer for the specific language, which is on the more expensive side of loadout points. Given the xenophilic nature of Skrell, and that they specialise in the area of implants, it could be possible that in attempts to foster closer relations, Skrell and Humans began work together on language synthesisers for each other's languages. By default, if selected in the loadout, Humans could understand perhaps 65% of Nral'Malic but not be able to speak it, given the unique biology needed. Skrell could start out being able to understand Sol Common (my first instinct would be to say 100% only because I don't think Sol Common has entirely inaudible elements to it towards the Skrell, otherwise 65% works for balance too) but also not able to speak it. If Humans want to speak the Skrell language, they'd need to select a vocal synthesiser in the loadout for said language, and I would say it should be an expensive thing, like 4-5 points, and it also allows them proper understanding of the language too. Same for the Skrell, take the expensive loadout implant, full ability to speak and understand Sol Common. Just a thought.
  24. The sprites look amazing and I love everything about them. Less so the medkits, but everything else is STELLAR. +1
  25. sleepy pls this was the old construction level before the current one i made EDIT: how come this wasn't put into completed ages ago :thonk:
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