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Everything posted by OffRoad99
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Which is still an odd choice, unless you're working in Investigations.
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I second all this. We're playing an uniformed, corporate security force. Least one can do to look believable is to wear their uniform, and Security also needs to be easily identifiable when your screen is packed full of people. I am not sure why people are agreeing with removing the rule, honestly. You get rid of that rule and you'll soon start seeing private cops with ripped jeans and other nonsense. That really doesn't help the supposed HRP nature of this server.
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I think it's rather useless from both an IC and OOC perspective. Imho if one really, really cares about animals then they can still use the inflatable ball thingies found in the O2 locker.
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Head of Security begone: Long live the Chief of Security.
OffRoad99 replied to KingOfThePing's topic in Archive
Chief Security Officer is a MASSIVE improvement over Chief of Security. It's also a seamless upgrade of Security Officer. Security Cadet > Security Officer > Chief Security Officer. -
Infirmary Cat Needs Name (Please help 1-800-CAT-NAME)
OffRoad99 replied to Hunt's topic in Completed Projects
Thank you, I too was more than slightly concerned to see a player name as one of them most voted options. -
Updates on this?
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This a hundred time. I really like this as a concept. It could be really, really fun.
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EPMC Security uniform. God, I want that. I need that.
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Correct me if I'm wrong, but wouldn't a pod be more appropriate for this idea? Like the one the Miners use.
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Having played some round as a PMC Security Officer, I couldn't help but notice the uniform overall carries this gray filter that makes it look, I don't know...bland. The dark gray pants, when paired with the average black boots/gloves, looks really weird and nearly blend in with the background, like this: In my opinion? Replace the dark gray on the pants with the old EPMC black, and KEEP THE HIGHLIGHTS. I love those.
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The core issue is that bridge assistants' requirements are still generic and inaccurate. When I think of a bridge crewman I think of an experienced contractor who flies a medium-sized ship, is in charge of the Bridge if/when senior Command personnel is not present, handles the announcements, flies the other shuttles, leads expeditions and are more-or-less responsible of the day-to-day activities of the ship. Not to mention, they're all armed. In my opinion, the 30 years requirement is alright, as they're meant to have considerable responsibilities and training to back it up. It can be further justified by giving them extra requirements like a bachelor's degree and at least three years (or more) of experience as an airline/commercial/military cruiser pilot.
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I don't understand, from a logical perspective, why an IPC would overheat and lose energy. I'd honestly increase the brute damage on both hands to a 15-20 to compensate, however.
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Absolutely this. Your eyes will love this. It's a solid +1 from me, I already have to wear glasses to play this microscopic game.
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No, you can fly in the Overmap with the pod if you know what you're doing. During the last weekend I flexed and crossed half the sector and chased the Horizon all on my lonesome, but it's a slow process. The Pod still remains a short-range vehicle, at best. Long-range flight is possible but it's tedious.
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Because if we're going to "be inspired" by some other server, chances are that some of our away-site will be packed with dangers and you'll be having to fly down Sec and Medical. That's a quick example of a multidepartmental expedition. The only difference here is that the xenoarcheologist can have an opportunity to run his gig alone if he wants to fly undisturbed in a nearby asteroid, or join the others on the Intrepid unless he doesn't mind getting attacked on the away-site.
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The difference is that the Intrepid could still be utilized as a multi-role vessel, in some post above this I've mentioned four examples of how and why the Intrepid could be used. Xenoarchelogist needs to be independent and have some sort of Mining pod of its own. Leave the Intrepid for longer, multi-departmental explorations. Also this.
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That's simple, it keeps its role of a multi-role ship. Examples: Search and Rescue? Check. Salvage recovery? Maybe with a decent ship redesign. As it is now, there's an awful lot of wasted space in the Intrepid. Multi-department expedition? Check. Refueling missions? We've already experienced incidents with people running out of fuel somewhere. Check.
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Topic of the Day: Tau Ceti Foreign Legion
OffRoad99 replied to Caelphon's topic in Aurora Lore Club's Topics
The only exploitable weakness I could honestly understand is if their ships, should they pose a direct and violent threat to the SCC, automatically explode upon receiving some sort of long-range signal. A kill-switch, as you put it. Other than that, I'm not sure how knowing the specifics and weaknesses of weapons and armor can be a significant advantage. Yes, you know that X rifle can't penetrate anything at around 200m, their combat RIGs are more vulnerable if struck from behind or in the shoulder plates, but you'd be still facing a literal army at this point. HOWEVER. As I've been thinking about your reply, it made me think of the United States Colonial Marines Corps (the USCM from the Alien universe) and their relation with Weyland-Yutani: the Company outsources and supplies most, if not everything, of their equipment, and while it does not "directly" controls it, the USCM is very often steered as a security force when the interests of the Company are at risk (literally the whole premise of Aliens). As of now, the TCFL in my eyes is the exact mirror of the USCM: whereas they used to be a poorly-geared militia, they retained most of their freedom and genuinely answered to the government. Now, to me it is a legitimate, well-geared fighting force, but it has become another asset in the hands of the SCC. We already had a taste of their conduct with the Peacekeeping Mandate, so I can't wait to see how they'll be pushed around to defend corporate interests. -
Not a fan of calling them "doors", to be honest. With the upcoming NBT map, as we're going to be playing on a ship, I would actually rename them to "hatches", which is far more thematic. Therefore having a sealable door that closes behind you on its own is far more safer in case than, say, a depressurization.
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Not to mention...playing as a maintenance drone hardly classifies as roleplay.
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Yes, two mining pods with some tweaks could also work. That'd allow another person to play as Miner, thus bringing it from three to four. AND, it'd allow two simultaneous mining operations in two different away sites! Great idea. EDIT: The airlock still needs a rework. I'd still remove the three internal doors because, even if it's only marketed for two miners, you would still be unable to drag two ore boxes *and* be in the airlock at the same time unless one lies down, which I profoundly dislike. And God helps you if you're hoping to drag a drill down.
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Mining Bay/Refinery Review 1. Please add marking lights on the voidsuit racks. As of now it is impossible to mark a path on the asteroid. 2. From the moment the mining pod leaves the ship, everything from GPS, to suit sensors and comms stops working. That is done intentionally, as we fly out of the Horizon's telecomms range. Baystation's headsets networked with a hand-held radio that you hopefully carried with you that ran on a limited power battery and created a local comms network that allowed people to communicate). As I am not sure on whether you want to replicate that or not, perhaps station-bounced radios in this scenario would be both immensely helpful and represent a rather immediate solution. Would it be possible to have a large stack of station-bounced radios spawn on a table, somewhere near the mining gear lockers, perhaps? Mining Pod Review For the sake of the review I will put Aurora's first iteration of the mining pod (picture on the left) with Baystation's final iteration of the mining pod, also known as the GUP (picture on the right). Disclaimer: This is not an attempt to discriminate or undermine our current mappers or the current iteration of the NBT map, it is an informative reply that hopes to help and rectify some perceived issues whilst drawing from Baystation's experience and an amply-tested map design. As it is now, and I am sorry to say it, but the current structural design of the mining pod is completely insufficient. On the 2nd NBT round there were three miners, with me being one of them, and we were barely able to move around the shuttle. To keep us from getting stuck inside we had to leave one box in the airlock. I have taken a picture of the shuttle during that round and with some light and amateur editing, have mostly recreated the situation in the mining pod at that time. The people sitting on the left and right are effectively stuck: they're trapped in by the guy sitting in the middle and the engine console/hydrogen canister respectively. There is barely enough space for the TWO boxes. To leave the pod we had to shift the boxes on the rightmost and center of the airlock. Two of the Miners had to lie down under the third while he worked on the airlock controller. Now imagine trying to push three ore boxes in there. I will tell you right away, it's impossible without cycling the airlock twice to get both the boxes and the people out. Here is some suggestions I would like to offer: Remove the airlock: Leave the external doors and remove the three internal airlocks. That will clear a lot of space and if we're hellbent on keeping the current mining pod as it is, it MAY fix most of our issues. The air pumps will either fill or depressurize the entire mining pod once it lands on an asteroid and store the air in the bright red canister on the picture. If we worry about an air contamination I am certain that Atmospherics could find a way to help with that. I believe Bay had a system in which the mining pod connected to an atmospherics port once it landed which took care of the air recycling/filtering process of its ships. I am not sure of that right now. Add a Long-Range Holopad: I am fine with a complete absence of comms, but there has to be at least one way to communicate with the Horizon. Slap a long-range holopad somewhere at the centre of the mining pod, so that everyone can be seen and can communicate with the Bridge. The Consoles: As of now I am uncertain as whether they're meant to be placeholders or are here to stay. Bay's consoles were immediately recognizable and with nothing but a glance, you could tell their purpose. In our first iteration of the mining pod it's a lot less immediate. The two seats on the left and right are also virtually useless, the idea of each miner contributing to piloting in a short-range mining pod is, I am sorry say it, rather naive. ONE person should be left in charge of the flight. One. Add a NanoMed: A basic NanoMed for the sake of first aid.
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Topic of the Day: Tau Ceti Foreign Legion
OffRoad99 replied to Caelphon's topic in Aurora Lore Club's Topics
I gotta say, I am somewhat disappointed to see them bumped up as a "professional fighting force". Historically NanoTrasen always seemed skeptical in allowing Biesel to have their own standing military and the TCFL was a half-assed attempt at giving them one. Despite the jokes that afflicts it IC/OOC (every military force in the game has some), the Legion's theme was that of a militia that managed to achieve some impressive results even with what little equipment they were issued. Turning it into a fully-funded and (I guess in the future) better trained army feels very sudden: how is NanoTrasen even "ok" with this? Why the sudden change of heart? Is it because of the 2nd Solarian Invasion? There is now the legitimate risk of Biesel, one day, turning the TCFL against either NT or the SCC. That's basically giving Biesel an awful lot of hard power. Are they not afraid of that? -
Operations is by far the best department when it comes to uniforms. Security's ok-ish, but I really, really dislike the Investigators' uniform. The PMC"s uniform is by far the strangest, it's a bland grey that imho kills an awful lot of details.
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I like C and D, though I'm not a great fan of the HUGE buttons.