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Zaeperry99

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Everything posted by Zaeperry99

  1. While (even as a command main) I don't have any particularly strong feelings about this, I saw a couple of things that I was either genuinely curious on or wanted to point out. I'm confused by the way the way you say this as though this policy change will fix this, and then go on directly to quote Directive 2 (underlining all but the part that states) "Should, during standard operation, the Command Staff be missing a Captain, then it is preferred that all members of the Command Staff present stay on equal terms and act as a singular commanding entity." Are there any plans to change this so that an acting captain is not flat out discouraged? Another thing, though this is less curiosity and more something that bugged me. I'm not saying you need to come up with a different example because I think the gist is there, but this one is just blatantly untrue and I feel like it's an attempt to blow up potential issues that there are already failsafes and regulations for. "Any search of departments or individuals on green alert require a search warrant stamped by the Head of Security. If there is no HoS then the Warden's signature is also valid. If there is no Warden or Head of Security then IAA may stamp off. If none of these roles are occupied then just do your best." There are easily a dozen other examples on the wiki (some on pages that can't be quoted ICly, I'll admit) that specify that only X or Y or Z (in that order of preference) heads can do a thing.
  2. I'm making a vague attempt to make this complaint and keep interaction minimal afterwards, because I am somewhat sensitive and very much easily egged on by personal attacks and worry about my ability to keep civil while having insults hurled my way, but I'll respond when clarification is needed: While I wanted to make a ban request, the rules specifically stated that it's only for outright griefing - things that would've warranted a ban regardless but no admin was around to do so, as far as I can tell.
  3. BYOND Key: Zaeperry99 [b]Game ID:[/b] N/A Player Byond Key: TheOrleans Staff involved: N/A Reason for complaint: Blatant toxicity, personal attacks on regular members of the community, and a very evident disregard and even malice for anyone else in the playerbase, both staff and non-staff. Personal attacks included things such as outright lies in a staff complaint, extremely condescending remarks to other players, and most specifically, from the linked forum post: I know it's not my place to suggest judgement, but I want to be clear since this person has already been permabanned: I think there is absolutely no place in our community for this kind of behavior, and that a forum ban should be applied before more people have personal attacks hurled their way. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? N/A: Issue on the forums. Approximate Date/Time:: Forum post linked below.
  4. I'm not sure if "I like Aviators and HUDglasses, why the hell do we need to remove one in favor of the other when all it's going to do is create a divide in the community" is a style specific choice or an opinion that should be taken away from everyone except coders.
  5. Resi asked me to come with input since I'm her best Skrell friend. The short of it is, there are quite a few things I like about this and a few things I very much dislike. I'll categorize them as to make responding a bit easier. Just name the spoiler so that you won't have to make a post which is 50% quotes of my own. Don't expect this to mean I won't be going on colossal tangents constantly, though. I'll also be including jokes in the spoiler names as to lighten the mood a bit, so don't think any of those are snide remarks at anyone expect probably myself. Also, it's 2 hours after my bed-time and I just spent a solid hour and a half making some stupid useless formula nobody needs and another typing this up, so I'm making blood sacrifices in hopes that all of my English professors and teachers don't smite me from beyond the fucking graves. Thus, forgive me for my probably atrocious grammar and structuring. And maybe get a cup of coffee, since this is gonna be a long one. To start, Resi's personality is good. Fernando is an asshole, as everyone knows, but I interacted with Ellie Shoshanna(I'm probably misspelling that, forgive me) long before I met Fernando, and thought she was just the neatest dude lady. Whether or not I consider Resi a worthy member of staff is a no-brainer; I think she'd have no problems with the responsibilities and image expected of staff. My points of contention are entirely in the lore ideas, though there are several things I like. I'll go in order from my biggest complaints to the most minute ones, with the things I like sprinkled around when relevant. Things which I consider contradictions, but other Skrell may recognize as having a clear intent: This brings me to my second point: The very extremely large no good several paragraphs of questions and points. What I think about what you think about what people should think about the Genophage, otherwise known as 'Please rename it something other than literally the same thing it's called in Mass Effect'. Now, some things I really like. As a totally unrelated thing, but something I'm always curious about; How do you feel about Tup commandos? Thanks for reading all of my unsubstantiated nonsense. I want to make it clear here that I'm not saying you're unfit for this position, just that I want more context or reasons for some of your ideas.
  6. I've been undecided about this for a little while, but figure I might as well chip in. To start, I agree that there's no reason to continue debating the Bauser-Fowl debate here from Discord, since it's literally just sitting in the Discord. (A useful starting point is "from: noodle_buster#1934 Then why do you dislike their mechanics so much?" ) Feel free to scroll up from there to make sure nothing happened earlier, and then read as you will and come to your own conclusions about what both parties said. To keep this short, I don't think I've ever seen anyone complain about the loreteam - not the lore itself, but the lore team - for any reason other than refusing to listen to the player-base or dismissing most criticism outright. Whether or not they do that is subjective and not the point, it's just the only thing about the team itself I really see complained about. I have firsthand seen you respond to criticism, whether justified or not and even when not directed at you, by making jokes, memes, and essentially just making fun of the other party. I've also seen you respond to criticism with well thought out and genuine responses, but responses like that haven't been a one-off thing, either. I doubt I need to specify why I think this would worsen the problem stated earlier.
  7. As it stands I'm undecided but leaning toward a +1, especially with a couple of these tweaked. I like several of these. I think hardware engineer / electrical technician is a welcome change, as well as assistant/tourist (a nice flavor detail for the station at large that I've been wanting to see since tourism is my in-universe excuse for us having a pool, bar, etc and 'Visitor' is usually used by people visiting off-duty). There are a few problems with the others, though. I'm not sure I understand the thought process of 'There are already asinine alt titles that nobody uses, let's add more asinine alt titles that (maybe) nobody will use'. Despite what was said on the github (which was probably 100% more correct than what I'm about to say) IMO Most of the alt-titles in-game should provide one of two things. A very large backstory/education change i.e surgeon/virologist/MD who play essentially a different game, or a very small flavor difference i.e cook/chef who basically just present their food differently. I think Nurses are kind of worthless with Interns being re-added, and I think 'Engine Technicians' are very useless considering literally everyone in engineering can set up the engine. The difference between a custodial technician and janitor is probably a week-long training course - it'd be better just to rename Janitors as a whole to Custodial Technician and put the entire thing in their sphere of influence. The difference between a Quartermaster and Supply Manager would be whether or not you have employees under you, which a QM usually does. As such, it'd probably be better just to rename them to Supply Managers (Though I can imagine we'd receive hellfire from cargo mains for some reason.) I really like 'Curator/Librarian' and think it could actually be pretty great especially given some additional coding love and could make the role as a whole a bit more played, so I'm in full support of that. As for the Arms Dealer, I'm 50/50 on this. It's mostly a matter of 'Why would Nanotrasen let somebody board who's only job is to either A: Rip off the most funded department to buy even more guns they shouldn't need or B: Sell illegal weapons to Civilians. At the very least, a title along the lines of 'Sec toys dealer' or something of the sort would sound better.
  8. This is a +1 from me. I haven't interacted much with Cactus IC or OOC, but the writing on this was surprisingly pleasant to read IMO. I got a good sense of Lusquiil even before the 'What do you like about this character' section, and think he'd be a nice addition to the GROWING SKRELL ARMY species' playerbase. I am curious about Lusquiil in the present tense. I'm curious as to what his goals, aspirations, and hobbies are, as well as his outlook on the arts, both old and emerging. Things in that sort of vein! Not many think to include - including myself - what is, in my opinion, the most fun thing to write about the characters, which is what they like and dislike.
  9. I'm in full support of simplifying the engine set up so that, if nothing else, an entire crew is less likely to be in the dark for two hours due to the constant shortage of engineers from 11PM-8AM CDT since setting it up with or without an AI would be a little bit easier. As for medical, I think it'd probably be better to go with a slightly different setup. My go-to every round as CMO is keloderm, bicaridine, dex+, alkysine and clonex. I could definitely see doing just alkysine and hyronalin as those are the only two treatments for common ailments which require a chemist to fix. (Side-note: Setting up chemistry for the first 10 rounds is definitely my least favorite part ever of playing CMO, and I greatly regret giving my CMO the capability to do it. This would be a godsend.)
  10. I want to point out that this cures a rather small number of traumas (See https://wiki.aurorastation.org/index.php?title=Psychologist#Mental_Trauma for reference) and would thus more likely be a 'Hope they have that one' drug (or more likely literally just a direct upgrade to Alkysine.) But I also want to point out that any doctor can diagnose traumas and prescribe psychiatric medication. As such the only staff actually required is an MD as well as either a CMO, Psychiatrist or Chemist (But only one of the above.) (Reference for that, as well https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine#Mental_Trauma_and_Policy ) On the topic of this as a whole, I can't see Omnizine and Atropine being used whatsoever, and more likely only further skewing the best chemistry loadouts. I already pre-mix 5u of Dex+ with my bottles of Dylovene and Inaprovaline and thus 5u of both bottles gives me essentially it but instantly curing all oxygen damage instead of curing oxygen damage very slightly faster. I feel like Atropine would be useful if Epinephrine wasn't being added, and Omnizine feels mostly useless. However, I very much like Epinephrine (because reaching a patient in the mines 10 seconds before they bleed to death regardless of your treatment is possibly the worst feeling in the entire game) and Mannitol feels, as stated, like just a direct upgrade to Alkysine.
  11. As it stands, we have rescue robots who have to go out through external airlocks to rescue miners who may be close to them. This would make things harder for average and competent players in order to stop grief, which is sort of the wrong way around. It'd probably be better to get a policy change to make messing with the airlocks (unless needed) explicitly against the rules if that isn't already the case.
  12. Chloral being under-utilized as an anesthetic doesn't make it an ineffective means of anesthesia. Which it is, very much so. It is inherently superior to soporific for surgery when the KO gas can't be used (See: Punctured lung and fokken prawns). It causes patients to fall into 'hard-sleep' (A sleep caused by the chem itself, rather than just an overload of drowsiness from the chem. Patients can wake up from a 'soft-sleep' at any time, hence those under soporific waking up on the table, whereas for hard sleep the chem actually has to be out of their system to wake up) in almost 1/3 of the time it takes soporific (chloral has a 40 second avg compared to soporific's 110 second avg for a hard-sleep) which means you're a lot less likely to have patients wake up on the table mid-surgery, unless the metabolism system has a hiccup. It also (according to the wiki, at least - I haven't seen it utilized enough to be certain and really didn't feel like pulling up a test server) only has a toxin output of 1 damage per unit, which is quite a bit less than people seem to think it is. It's hardly a cyanide - especially considering you only need 5u to put somebody under for 3 minutes. Case in point, if anything chloral should probably be used more by medical, rather than used not at all by anybody.
  13. +1 because TURBO QUOIT is god-tier. But no, really. Everything Senior talks about adding/adds/has added seems to be significantly focused on actually refining the lore, making it feel more lived-in, and leaving less up to guesswork as compared to just adding more and more space battles and new places etc etc. I think him being on the lore team would be an excellent step forward, and not only because he, too, wants to turn the station into a giant space mall.
  14. I'm swoocing in from the sidelines to say that fires aren't a problem and in my time playing engineer I've never had to deal with a single one, and thus they've never been a problem. The big problem is this absolutely ridiculous new slime meta where you can unleash a hoard of slimes onto the station / a department and since fire extinguishers have been gutted they basically just have to locker/disposals them and hope for the best. I've seen the tactic used at least four times and likely more since the fire extinguishers were given this useless update.
  15. Unless I'm extremely unlucky, no. Power always goes out in the lobby before it goes out in the Paramedic quarters, as the lobby takes up quite a bit more power. So you're left with the front shutters down and power everywhere else locking you in because MDs don't have access for shit and the lobby seems to drain power faster than anywhere else in medbay sans the cryo cooler. There's also still the problem of other departments locking down, and my initial emphasis that this improves roleplay and gameplay in no way sans in security and research even if there is a convoluted way past the shutters.
  16. Oh hey, something I've been bringing up in private, now posted by another respected acknowledged venerable person. I'm in full support of this changing the application questions in this way, or this direction at the very least. The current system is dedicated almost entirely to how good of a writer/bluffer you are rather than competence, willingness to let other people have the fun or intent toward playing the head of staff. However, I don't know so much about cracking down harder on the players themselves and treating it as more of a coveted position for a couple of reasons. First of all, command staff can already be sort of sparse. For late hours especially, it can be rare to see any command staff whatsoever. I fear making it more of a sparingly given away role would further this problem. Secondly - And I'm sure there's an established term for this, but I'm too lazy to search it up and will thus explain it - The less somebody feels like they'll succeed, the less likely they are to make an attempt. Couple this with the fact that the more absolutely stupid less competent a person actually is, the surer of themselves they are, and you're going to sharply decrease the number of actually capable players applying (and by comparison an increased percentage of utterly incompetent people applying. I know several very extremely competent players who refuse to apply simply because there's far too much effort involved in what amounts to showing a select group of people that "No, I swear, I really am good at this game!" rather than actually being good at the game, displaying competence, or actively playing the game. I didn't apply for a head of staff whitelist until I'd been playing for nearing a year solely because it felt like I was jumping through hoops for the staff rather than actually showing my worth as a player or dedication to the community. Making the application system more vigorous would further this whole shebang of 'Telling over showing'. Now that I'm done blabbering about why I think it shouldn't be made harder, I'll re-emphasize that I think a change to the head of staff whitelist application is more than a little bit necessary. I won't re-state most of Schev's points in that it has practically nothing to do with actually being a head of staff and almost everything to do with your character-writing skill, just point out that I wholly agree with them and can't wait to see somebody derail and disregard this entire thread by pointing out a single issue with your argument in a two-sentence post. +1.
  17. I only saw the way out of the medical bay through the Paramedic's office, which normal MDs don't have access to. Regardless, it locks down the front door, and as was stated before, is pointless outside of research and security. The way to get around it doesn't matter, as you could also cut down a wall. But there's no reason why you should need to cut down a wall.
  18. I don't really know how in-depth I need to go with this. A semi-recent update made it so that loss of power causes shutters / blast doors to close automatically. I don't like to bash code which somebody put hard work into, but this is colossally stupid and never should've been added. Power drops completely and half of the departments on station have to be cut out of/into with a welding tool, since you can't crowbar blast doors/emergency shutters open. This improves roleplay in no way, has no mechanical purpose (other than laughing at the ants trapped in their departments) and is more than just pointless, actually actively irritating. I'm open to debate as to this not being the case, but I can think of literally no reason this improves the gameplay and roleplay experience more than it hurts it at time of posting.
  19. Yeah, I'll ditto this. On most other servers with supermatter engines the phoron/plasma setup is 'high risk high reward' or 'can only be done by people who know what they're doing' rather than the default. The fact that the heart of a phoron giant (IIRC, that's what the SM is) is almost infinitely more stable when running on a mysterious gas we hardly understand rather than a tried-and-true coolant is just silly. I'm also seeing a lot of people saying the engine is hard to set up for new engineers. I have no idea how this is. It's literally a matter of opening the wiki, looking at the Supermatter Engine page, watching the pretty gifs and doing the same thing displayed. It leaves almost no questions, and I set up the engine for the first time using it and it alone. The only 'difficult' part for a new engineer (speaking as somebody who very recently was one) is setting up the SMES with new coils, which isn't on the wiki and also won't 'harm' the engine, just decrease efficiency.
  20. Out of all of these, parts breaking down (though I'd prefer losing efficiency) seems the best - however, the parts that could wear down are very limited, mostly to the TEGs, and rescripting anything else would just be impractical. Making radiation work like phoron could be burdensome to script, but I'm not totally certain about that, same goes for radiation shields - In general, I worry making radiation more advanced would involve quite a lot of effort for something people will be spending at most 15-20 minutes per shift doing. Hey there, medbay main here. This is probably the worst thing you could possibly do at all in any execution. There's a direct correlation in which the more specialized any department becomes, the less fun it becomes to play on any low-pop shift. This is apparent through the number of things in medbay needing a surgeon/chemist, but in engineering would be two-fold; When somebody requires brain/eye surgery and we have no chemists or surgeons, one person's round is effectively ruined. If this were put in Engineering, you'd have entire low-pop shifts in the dark because there are only atmospheric technicians and no special engine surgeons. However, that would be a different thread.
  21. That generally just means that the entire station's going to be dark by the time somebody figures out how to use a mix loop and fills a couple of phoron canisters with it. I will admit that the super matter engine is actually ridiculously easy to the point where I feel even mechanically one could set it up with no training and a bit of coaching; Enable four pumps to max, configure two filters to phoron, put 1 canister on top and 2 canisters on bottom, and then shoot it 25 times. It's a process I had memorized the first time I set the engine up. As for making the process of setting it up more difficult without inherently changing the way gasses work (which it's likely nobody would want to do) or crippling atmospherics, it's a bit tough to do. The only things I can really think of to make the process a bit more 'advanced' would be: Adding radiation collectors which need to be set up. It'll take a competent engineer about two minutes, and add a slightly more advanced step (seeing as how you're having to actually use a phoron canister to fill tanks rather than just wrenching it down and calling it done), as well as going the /tg/ route and perhaps have the scrubber / vent in the SM core off by default and needing to be set up. Either way, those are just the first things that come to mind about making it a bit less able to be done by an assistant with a book.
  22. I really really like this idea as it adds another step of roleplay AND another way for antagonists to interact with the environment/sabotage the station that isn't 'Blow things up and murder people', and it has the grand rarity in potential additions of being completely inoffensive. I'll give it my +1 of approval!
  23. I'll give Yonnimer a +1 on their trial thus far. During a particularly strange vampire round, I ended up falling off of the merchant Z-Level and teleporting directly into telecomms (where I was briefly stuck.) They were reasonably confused by this (as I was) and asked why I was in telecomms. The ticket was handled swiftly and in a friendly way which left me feeling a little bit less anxious about hearing the 'Bwoink!' sound at the end of the day.
  24. While he's extremely passive and makes an effort not to be rude, he is very much an adult. Mistakes are easily forgiven, but continued gross negligence is not. As for people abusing his kindness, it could happen to a limited degree, I'll admit. I don't know what examples to use to where he'd 'draw the line' as it'd require writing out more context than is reasonable, and so I'll just say that he's not liable to stand idly by whilst somebody violates corporate regulations, basic moral standards, treats his staff poorly, etc etc.
  25. BYOND key: Zaeperry99 Character names: Naomi Ray, Alexander Barker, Qrrnyl Wiirshln-Xyla How long have you been playing on Aurora?: Roughly eight months, possibly longer. Why do you wish to be on the whitelist?: Due to the relative lack of heads of staff on the shifts I play on (Graveyard shifts), as well as additional opportunities to experience different types of roleplay/scenarios. Why did you come to Aurora?: After a break from SS13, I came back and desired a high-roleplay server. I scouted out Aurora and opted to stick around. Have you read the Aurora wiki on the head roles and qualifications you plan on playing?: Yes. Please provide well articulated answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplay can be summarized pretty well through its name. It's the playing of roles. Just as one would in a play, movie, LARP, etc etc, you take on the mask of somebody who isn't yourself for one of several reasons. The largest difference between roleplaying and playing a role is that the former is generally meant to be enjoyable and inclusive for all involved, rather than just those viewing. What do you think the OOC purpose of a Head of Staff is, ingame?: The head of staff's job is that of an out-of-character administrator, in character. Your job is to make certain people are enjoying themselves, not ruining the fun for others, and not killing each other over petty squabbles. Mostly through the forms of giving new players a lifeline in learning the game, making sure your department isn't letting everything go south and settling debates that may arise. A head of staff is also excellent for livening up extremely quiet extended rounds; CEs can manage the remodelling of areas, CMOs can host first aid classes/blood drives, the RD can do SICK SOCIAL EXPERIMENTS GONE WRONG collaborate their team to make / research something interesting, etc etc. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: The OOC responsibility a head of staff has to other players is similar to what was put above. Making certain that new characters have a way to learn the game without focusing entirely on trial and error, as well as making sure they don't get into other's ways whilst doing so. The head of staff also has an obligation to be exceedingly competent at whatever department they're a head of, and be able to ensure and explain correct processes. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Alexander Barker Character age: 45 Please provide a short biography of this character (approx 2 paragraphs): Alexander is an engineer aboard the NSS Aurora. He was originally born in the Republic of Elyra to immigrant parents (of Lunan origin), on Perispolis. Throughout most of his late teenage years and young adulthood, his work comprised of quick contracting work and other brief jobs, for the most part while going through basic training / pursuing an Associates degree in Electrical Engineering. After working for three more years on various 'quick' jobs, he moved to Tau Ceti. Partly to attend Hongsun Park Engineering Institute for further education, and partly to pursue a relationship which had grown more serious over the extranet. After graduating from college, Alexander joined Einstein Engines in the assembly of mass-sized parts and various spacecraft. He was married and had a child several years later. The position with Einstein Engines turned into a lay-off and an unrelated event led to his wife's passing. However, there are more pressing details in the current: Alexander is an active father and engineer. Though his move from Phoenixport to Mendell as well as change of jobs to Nanotrasen left him somewhat out of touch with friends, he's made more than a couple aboard the NSS Aurora, and still has distant family in Eyra. What do you like about this character?: Alexander is calm and caring. He's exceedingly friendly (His favorite job in a fully staffed Engineering crew is setting up shields so that he can wave to people getting out of cryo) and tends to find open confrontation less than pleasurable, though can do so if there's no other option. He's an inherently understanding character, even when I am not, to a degree I slightly envy. What do you dislike about this character?: Most of the above also apply here. He doesn't swear, doesn't yell, and avoids open confrontation. Whereas being told to move out of the way would get an 'Up yours.' out of my other well-known character, Alexander is more likely to do so and apologize for getting in the way in the first place. Though I'll make a note that this can be a different story when it comes to actually doing his job, and he's entirely unlikely to stand by and let somebody make a mistake simply because they're arrogant or because he doesn't want to be a bother. What do you think makes this character fit to be a head of staff?: He's understanding. Engineering apprentices who clearly don't know what they're doing OOC or IC won't need to worry about being yelled at him for configuring the SMES' wrong or not setting up the solars, and engineers who do know what they're doing won't need to worry about being treated like apprentices for making mistakes we all make. As a pleasant by-product of this, his attitude helps promote an air of professionalism and workplace-manners that most departments are sorely lacking -- and no, he's not about to start demanding people don't swear or fill out paperwork for everything. Secondly, as is quite important both in being a father and a head of staff, he's very used to co-ordinating children. (That was mostly a joke.) He has at least some experience in making sure people can meet half-way and putting an end to playground disputes. This also predisposes him toward knowing how to communicate and work with other people in the same position as him. Please provide well articulated answers to the following questions. How would you rate your own roleplaying?: I'd give myself about 8/10 for non-combat or 'chair'-RP. I think I'm quite good at playing a character and reacting as they would rather than as a 2D spessman on my screen would, but there's always room for improvement. In combat/enemy engagement roleplay I'll knock that down to around 5/10 - I don't play security, I avoid situations where combat has a high probability, and generally avoid playing an antag. Thus, I don't have much experience with it, but try to behave as realistically as possible when it does come to me, as it will in space-game. Extra notes: Nothing, really. Thank you for reading! If you think my characters are dope please do leave a nice review, and if you think I'm the dope - that's okay, same here.
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