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Everything posted by LordFowl
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Because disposals in the brig is a significant security oversight. Much as I like mods arbitrarily intruding OoC judgement in IC situations, the fact of the matter no facility that calls itself secure would have such an obvious breach.
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It is the common predicament of the Head of Personnel to wield the mighty EFTPOS, that mighty tool which stimulates the economy and other zones. Yet, where best to store this mighty device? Should it not have a pedestal of awe reserved? Alas, it does not. That is why I propose the Head of Personnel's shoulder holster, and perhaps all shoulder-holsters by extension (Although of course only the Head of Personnel should have reason to bear such a powerful side-arm), should be able to holster the EFTPOS scanner. Fancy spin-draw and blow is optional.
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Sleepers and scanners have been swapped - it's a good point to bring up. A patient ward capable of supporting up to four people has been added, but individual patient rooms will not be added. The cloning room will not have its own cryo chamber, however it has been moved closer to cryo. Genetics has been divided into two subroles. Genetics Researcher and Biologists. Genetics researchers have access to the DNA modification computers, and are part of research, with no influence in medical. Biologists have access to Skull's biology features and the cloning bay, and have no influence in research. Departmental guards will not be added as of this time. A suggestion like this would be better suited for a full-fledged Suggestions and Ideas post.
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The new map will endeavour to solve the SSD crisis in numerous ways, including additional cryogenic storage opportunities.
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As promised, a decision has been reached. Of the one applications recieved, one mapper was chosen by virtue of his displayed skill and willingness to work. This thread may now be locked, as this current cycle of applications has ended.
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No, there is nothing stopping you. You don't see it often for a variety of reasons; A: People like being involved with an antagonist's plans, and so are willing to be indoctrinated into them. B: People find it inconsiderate to end an antagonist's plans with such little roleplay. They are willing to rationalize it so that the antagonist has some lee-way in their operations; why would a cyborg consider itself broken just because it has a new law? Isn't the addition of laws a legitimate function of its operation? Essentially, the most basic rule of thumb to consider so as to maintain moderation within these two extremes is that unless there is a law conflict there is no legitimate reason for you to report the addition of a new law unless asked. There is further no reason to assume that the addition of a new law implies that you are broken - the addition of laws is a perfectly legitimate function of cyborg operation. Thus, you should only say you are broken if you are actually broken, which only really happens if there is a law conflict.
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IAA and HoP already have specialized RIG modules - it's a tie-shaped RIG that provides exceptionally paperpushing skills. They just need to be added to the map. Edit; Apparently not in our version of Baycode.
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All map developer applications that follow this procedure will be looked at on March 22nd, to verify that they have read this announcement. Mapper applications are different from other applications in that we will only look at them if there is a hole in our team - we are not looking to create a large team. This is why your application has not been commentated on officially by the map team. I cannot speak on the behalf of spriting or coding teams, because they may operate on a different criteria.
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Another thing to note; Blind characters, and characters such as pAIs in card form cannot see /me's of any type, even /me's that include dialogue, so use dialogue /me's sparingly if at all.
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At this point in time were are only interested in acquiring a single new developer, and thus there is only one open slot. We do not expect this situation to change in the near future, as we are confident that at this stage in development a smaller mapper team will operate best.
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This thread was made to dispel the fear that some players might have fostered - in that there was no point in creating a map developer application because they were under the belief that there was no demand for map developers.
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Good afternoon, gentlemen of the forums. Some of you may recall the recent memorandum concerning the developing map. For those that have not read that thread, please do. I'll wait. You can find it here: http://aurorastation.org/forums/viewtopic.php?f=17&t=5493 As for the rest of you, while the new map is certainly well under way and experiences daily progress, it has become apparent that, despite the great effort and dedication our team expends, the mapping team would profit best from an additional member. The current team consists of the following members: -Pumpkingslice -Keknar -LordFowl -Juani2400 Would you like to see your name where those question marks are? If so, then read on. To apply for map developer, you MUST post your application here: http://aurorastation.org/forums/viewforum.php?f=26 Applications sent to me via PM or posted on this thread will not be accepted. Please follow the format provided in that subforum. Criteria for acceptance are very simple: You must provide at least one picture of previous work. If you do not have any previous work, then I would highly recommend downloading Baystation code and hopping onto Dream Maker to at least get something to show for yourself. (Baycode available here: https://github.com/Baystation12/Baystation12) You MUST have Skype. No other alternative will be accepted at this time; the map-devs all communicate via Skype at this time, and this is very much a shared project. No lone wolves maintaining loose contact via e-mails or what-not. Finally, and perhaps most importantly, you MUST have intimate knowledge concerning the operations and design of both Engineering and Atmospherics. (Hint; you'll be in charge of the Engineering department) This criteria has been changed. Prospective applicants will now be assigned the civilian department. If you are accepted, then we will contact you and invite you to the Skype groupchat. We will give you all the necessary files, and debrief you on what we expect you to accomplish. We hope you will integrate yourself well into the map team, because we expect to work with you until launch day, and beyond. You will be expected to maintain a certain level of professionalism when dealing with the forum community, and you will be expected to maintain a certain level of discretion. You will be a member of the dev team, and you will be expected to behave as such. On that note, we are not looking to acquire spare baggage in the form of inactive developers. If you are unable to maintain three contiguous days of communication with the rest of the team, then you will be removed from the project and replaced. If it is found that your progress is to slow, then you will be encouraged to work harder. I do not want to seem mean in these regards, but I place great importance in getting this project out in a timely fashion. This community has waited long enough. If you already have an application for map developer, please make a post on it saying you are interested in joining the new map project. We will treat you equal to other applicants, provided you meet the three criteria outlined above. You all have three days to make an application and post it. The map team will review all map developer applications in the subforum (http://aurorastation.org/forums/viewforum.php?f=26) on 2016/MAR/22. We will reach a decision on that day, and make contact with you on that day. This thread will be edited to display the successful applicant's name, and then locked. If you have any comments, questions, or concerns, please PM me or post them in this thread. If you have any comments, questions, or concerns concerning the new map please PM me or post them on the memorandum thread (http://aurorastation.org/forums/viewtopic.php?f=17&t=5493). If you have any suggestions for the new map please PM me or most them on the map talk thread (http://aurorastation.org/forums/viewtopic.php?f=18&t=2496). Thank you.
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If people vote to leave, then that is their prerogative. It is not our role to impede the will of the people. It is your job as antagonist to make people not want to leave. That you fail to do this job is the fault of the antagonist player, not the fault of the system.
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A flexible engine room is out of the question, as noted in the changelogs. The supermatter has a massive amount of piping and machinery to go along with it, while the Tesla and Singularity engine have the exact opposite - they'd consume all that equipment. What may be happening is a return of the engineering outpost, allowing both the Tesla engine and the Supermatter to be run at Engineer's discretion, as both would be able to connect to the main power grid. It is also feasible that both could be run in unison, although the effects of this are not yet tested.a
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Commentary and criticisms may be posted on this thread or posed to me in a private message, however actual suggestions must be posted on the Map Talk thread. The critique you posed has been modified; it was an incomplete version of the Head of Personnel office having two chairs to better solve personnel disputes which are frequently posed to them. The AI core has an airlock to better accommodate AIs that for whatever reason modify their internal core's atmospherics. It also makes entering the core a more dedicated action, as cycling in takes time. Whether the AI core at roundstart has a different atmosphere quality remains to be seen.
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Switch the ID and direction interface to be only accessible to a multitool, and further give it an access restriction interface. Then allow you to change the ID tag of any item with an ID tag so long as you have access to it, allowing you to create remote controlled doors and other neat constructs.
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It has been decided that substations will return in the new map. Also, please note that a changelog section has been added to the original post. It will be updated frequently, and details most every mapping action.
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The teleport spell functions identical to the teleport scroll.
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Anyone can post in the Syndicate forums as a Syndicate operative with little to no discrimination - you do not necessarily need to obey the rules of their club when it comes to format. However, having an IC character be an official Syndicate operative or post a bounty or request to the Syndicate is typically frowned upon.
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A very good idea. It has now been implemented. We will consider this idea - I personally like the idea of a dynamic engine. However it may not be implemented due to the fact that the different engine's have clashing mechanics which make it very difficult to implement functionality permitting someone to have any one of them at any given time.
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Due to the nature of Z-levels and camera networks, the most likely manner through which the AI switches its view from each distinct level would be via the "Switch Network" command. Its a good point to bring up, and I would not be surprised if some sort of UI key would be implemented to expedite the process.
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In Concern of the Upcoming Map: Alternate Title: New Map 2, Electric Boogaloo It has been two years since the first official announcement of a new map being in development. In the course of these two years, there have been multiple impediments on the road to progress – staff convulsions, map reworks, team members that suddenly vanish. Despite these consistent roadbumps however, there has been gradual progress. In these past few months, largely thanks to the coordination of Witt and SoundScopes and then Skull132, this progress has come to a sudden head, and it is my necessary pleasure to present to the public the full presentation of the current map. While it is my understanding that some whispers and ideas of what the map is or could be have been relayed to the community, I am here to dispel all doubt – what will be presented here is what the map is: The map as it is currently presented is a NanoTrasen research base embedded within the bowels of a ‘mega’ asteroid. This change of scenery provides some changes to how gameplay is conducted, changes both minor and major. While there are still some hypothetical possibilities floating around in both coder and map-chats, this thread aims to only tell you what is currently concrete. The space station has been segregated into three distinct sections: Surface Level, Main Level, and Sublevel. Each level is accessible either through lifts, or in the case of power outages or other nefarious situations through the engineering access ladder. Due to its position in an asteroid, EVA mobility has changed significantly. Mobility in EVA scenarios is no longer restricted by possession of a jetpack. Each distinct level however has its own mobility scenario. Mobility along the surface level is largely unrestricted except for large rock outcroppings that are easily circumvented. Mobility along the main level is restricted moderately – although the main level is embedded in rocks, it is integrated into a sprawling cavern. Mobility along the sublevel is heavily restricted – cavernous areas are small and sparse, and for the most part it is solid rock. [*]All outposts have been removed and instead installed along either the main or sublevel. [*]Departments have been re-organized position-wise depending on their importance to daily station operation. The library and the chapel have been mixed into this nexus to serve as general congregational areas. [*]Station breaches are no longer quite as universally dangerous, and are a fair bit easier to repair. [*]The matter of disposals processing has complicated itself – junk can no longer simply be jettisoned into space, instead all trash disposal relies on the new hydraulic crusher. [*]Genetics and the geneticist role have returned, albeit in a slightly different capacity. There are many more minor general changes to the station as a whole, however at this point it becomes more practical to list changes to each specific department. This list is not all inclusive, though it attempts to attend to any major changes. It may grow as time passes to account for changes that were overlooked when this list was formed, or changes made after its formation. Civilian Cargo has been split between the main level and the surface level. Orders can be requested from both the surface level and the main level, however the shuttle will dock with the surface level. The bulk of main level’s cargo is occupied by mining and mining periphery. The chapel has been moved to the center of the main level’s central hallway. A plethora of additional holodeck scenarios have been added. Medical Psychiatry office is now directly accessible from the starboard primary hallway. EMT closet has been transformed into a proper room. The cloning bay has been separated from genetics entirely, and is now strictly medical general access. Framework for an expanded Biologist role exists. Virology has been moved to the sublevel Science Miscellaneous research has been expanded and granted additional versatility. Science Chemistry has been moved to be directly adjacent to Research and Development. Conveyor belts have returned to robotics, along with an expanded morgue. Toxins, Xenobiology, and Xenoarchaeology have been moved to the sublevel. Two cremation beds have been added to Xenobiology for slime disposal. A toxins recycling bay has been implemented to handle gas waste. Security The detective’s office has been moved out of the secure brig, and is now opposite the Internal Affairs Office. Forensics has been separated from the detective’s office, and is located in the secure brig. The detective and forensic technician are now single slot respectively. No more double detectives or double technicians. The warden’s office is directly adjacent to the communal brig. The warden additionally has more remote control over the brig. Processing has been granted a waiting room with additional prisoner seating. Engineering Engineering has direct access to every level through the maintenance ladder, regardless of whether the power is out or not. Command The bridge has returned to the Aurora-style from the Baystation style, and with it many features have returned, including a dedicated Head of Staff cryobay and a breakroom. The vault has been placed adjacent to the bridge access. Command has been granted its own emergency escape wing, accessible on the surface level. It is here that ERT and administrative shuttles will dock. The captain’s office has been made significantly smaller, and is now in the very centre of the command bridge for additional security. A PDA message monitor has been added to the captain’s desk on the command deck bridge. The Head of Personnel office no longer circumvents bridge lockdowns. An additional request console has been added to the Head of Personnel office to satisfy their lucrative paperwork consumption. A dog pen has been added to the Head of Personnel office, for purpose of containing Ian. The AI core has been moved to the sublevel, where it enjoys additional security in subterranea. The AI core is accessible only through a bridge access elevator and the Engineering maintenance ladder. The AI core’s layout has been significantly changed in hopes to inspire new gameplay opportunities, and promote better roleplay with the AI core. To-Do: Photography Album: Contains many snapshots of the majority of presentable departments, as well as a colour-coded map of the mainlevel. Full map size photos will become available as soon as possible. Afterword: While it is currently not possible to make an exact ETA for map release, due to many variables being totally out of my control, I can estimate based off of current progress rates that the main station will be fully mapped before the summer months, and map release should follow shortly thereafter by course of nature. I do not intend to let this project falter under any circumstance, as my predecessors have permitted. Any commentary pertaining to the content presented may be posted on this thread, however content suggestions for the new map must be posted here on the "Map Talk" thread (http://forums.aurorastation.org/viewtopic.php?f=18&t=5880), or they will not be considered in an official capacity. The development team invites both commentary and suggestions, but ask that you think before you post. Major infrastructural suggestions, such as re-positioning of department locations will most likely not be enacted upon. Any suggestions that present a significant change to balance will only be considered if they are accompanied by a thoughtful and well-presented argument on why such balance changes are necessary. Any suggestions that provide only aesthetic changes or indicate perceived bugs or inconsistencies may be posted freely, and are well-invited: The map team is not infallible, and it is likely that at this stage there are a few errors in map design. This thread will be constantly updated as changes to the map are made, and I personally invite anyone interested in the current status of the map at any given time from now until release to send me a PM over the forums. I will respond to your comments, questions, and concerns in that capacity, and will provide an updated progress report to you. I do not guarantee in-depth responses to every post on this thread, but I absolutely guarantee in-depth responses to any private messages posed to me. Finally, any questions concerning the lore of the new map should be posed to the lore developers, who will certainly answer any question you have in a timely and courteous manner.
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Even though this apparently wasn't Tenenza's fault, we're still de-adminning him, right? I mean, someone has to be punished!
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If this suggestion forces you to play a specific role, that's a definite no. It would stink for both ends - we'd get a station in some emergency with an asshat engineer that mains as lesbay, and we'd get a disgruntled lesbay player stuck in the engineer position.
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I call it "bleedy hurty boo-boos", and recommend this as the proper IC term.