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Everything posted by OffRoad99
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I use the skills system to roughly represent what my characters are good at. What I wouldn't mind seeing to our current implementation of this system are editable skills, where you can add new skills, describe them, and then select the proficiency level of your character in that field.
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An Insanity Domain looks nothing short of spectacular. If it allows people across the station to hallucinate, with hallucinations worsening as the cult progressively becomes more powerful...I'd be in.
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Herpetophilia's epic Command application
OffRoad99 replied to Herpetophilia2's topic in Whitelist Applications Archives
Ohey, you're Bob! Bob is a good character and you strike me as as a solid and reliable player. +1 from me, we need cool players behind our Heads of Staff! -
Soultheif96's Reapplication of Command
OffRoad99 replied to Soultheif96's topic in Whitelist Applications Archives
Oh my, it's A.D.A.M! What can I say? Probably THE best AI player on my timezone. I'm surprised you haven't a Heads of Staff whitelist by now. You certainly deserve it. +1 -
[ACCEPTED] Tomkiel wants a big chair
OffRoad99 replied to DatSamTho's topic in Whitelist Applications Archives
I'm familiar with our dear Ostrov, he's mostly *the* EMT when I join the round with my trauma physician. He's a good RPer who knows his stuff and, more than anything, can communicate well and on time. +1 from me. -
Big +1. Last night I participated in a round while his Consular offered a Q&A to Solarian and non-Solarian crewmembers. What was a middling Extended round turned to be a compelling, interesting hour where he did his absolute best to answer all of our questions in a great manner. I'll be honest, I nearly mistook him for a lore deputy at some point Will certainly look forward to the future, can't wait to talk more with him.
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In a traitor round a traitor Sec Officer snuck behind me and pressed a gun at my back because I was negotiating/convincing a suspect to turn herself in. I never saw it coming. I liked that. If we can implement this, maybe with the "Sneak" function that someone else mentioned, then it would be perfect.
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Wilson wears the black, corporate uniform, sleeves rolled up. A holobadge worn over the armor for the sake of identification. As for uniform attachments, Wilson has two: one is her rosary, because she's a devoted Catholic, the other is an European bone charm, though she usually keeps both tucked beneath her uniform.
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Yeah, that's what I mean, thank you.
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Fair 'nuff, will update my suggestion. Thanks for pointing this out.
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I sometimes dabble in InvestigationRP, seeing the two roles merged would kill the great teamwork you could achieve by working together with your partner. One is an investigator, his job is to pursue lead and to work with the evidence processed by the partner. He interrogates suspects. He (should) deduce things. The other one rules on the crime scene by collecting all sorts of evidence, perform autopsies, sort & compile a solid trail of evidence. An organized player can do a lot with this. I often see a Detective and CSI failing because they don't communicate and they don't work together. More than anything, merging the two roles will create an issue: what if you simply enjoy to collect evidence & throw them at the Detective? What if you cba to handle evidence and simply want to pursue leads & interrogate people?
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This. THIS. Bay's language panel was spectacular and Humanity, like in many other sci-fi settings, seems to be pretty widespread to warrant the existance of many other languages other than Sol Common & Tau Ceti Basic. Fingers crossed, I hope we'll get this "language bloat" somewhere in the future. Hell, I'm keeping a language slot free for my character in the hope that we'll get them..
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Right, been a Star Wars RPer for 7 years and I can recognize the telltale characteristics of a blaster " a state of the art blaster pistol capable of firing reduced-power bolts which disrupt the central nervous system, inducing a stunning effect on the victim. It is also capable of firing full-power blaster bolts. " Truthfully, since we've p'much ported SW blasters for the Foreign Legion, I'm not sure why they're seen as outdated seeing as blasters are meant to be more advanced, powerful and technological than laser weapons. I love this, the sprites are great. I'd like to suggest a few things, though: - Let's throw them under the massive umbrella-term that are energy guns. Blasters are old here; - Let's merge the taser & the .45 in a single weapon. As it is now, energy weapons are useless the moment you run out of charge, so let's give these weapons an ejectable power cell and throw in an extra in every Sec Locker and in the armory. We can keep a 7-8 bolts capacity per cell, similar to the .45. That may seem like having a lot of charge for a weapon that can be set to lethal, but, it's also your primary non-lethal, ranged weapon. Not to mention, keeping ballistic weapons in the armory at round start now means we can no longer shut down antags with bullet shrapnels. It's a compromise I'm willing to take. And yes, Ion will be massively strong against these; - I'm no coder here, so PLEASE someone tell me if lethal damage can be "weaker" than energy carbines/laser rifle. Let's also nerf for these guns the damage inflicted by firing them through a window; - Let's not pair the lethal setting to an Alarm Code. Let the HoS, Captain or Warden be able to activate/disable the lethal mode from their console;
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I don't think this would work. We've seen CSI arming themselves to the teeth, as if they were Security Officers in a Code Red situation, and go after criminals. And they don't even spawn with a weapon, excluding that useless flash in their locker. I'd rather see some rules enforced/clarified regarding the Detective's use of firearms, rather than see the gun removed. They shouldn't even run after criminals in the first place, that's a job for the Officers. I'm fine with having a lethal weapon that actually works for self-defense purposes, even if it kills/cripples your attacker. With my Detective, I often grab a pepper spray and a flash and call for the Officers if I'm either threatened or attacked. And to this date, I've only fired once with that revolver, against a couple of heisters that had some of us trapped in the Bridge. Imho we should all learn not to grab that handgun as our first option in a dialogue/confrontation. It's a -1 from me.
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+1 from me, I'd love to see more projectile weapons in the Armoury and this one seems great.
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I've added both weapons to the original thread. And yes, my first thought when I've typed out this suggestion was to give the player more options to customize his or her character. And that's a great thing, really!
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In the past, the Detective's been associated with the stereotyped protagonist of a lore novel. https://forums.aurorastation.org/viewtopic.php?f=18&t=11152&hilit=detective This suggestion, in my opinion, truly highlighted the Detective's antique style when compared with the rest of the Security Department. We've indeed removed the fedora and the zippo lighter from his setup, and the armoured trenchcoats can be now taken exclusively from the loadout menu. In the Detective's locker you can find a bulletproof vest and the corporate's jacket (I think that's the name), inspired by the attire of one of the protagonists from Detroit: Become Human, aka Connor. Below is the image of this character, for the sake of reference. Detectives now have some choices here when it comes to their attire. One might be still adhering to the noir gimmick whilst others might attempt a more 'modern' approach. Couldn't we give Detectives another choice, particulary when it comes to their sidearms? The server's wiki identifies their revolvers as a S&W Model 10 chambered in .38 rounds, created around 1899 (according to Wikipedia). I don't understand how a modern and fully-equipped Security force issues a weapon that's almost 600 years old when the Security Officers are given semi-automatic handguns. Of course, one might weight the advantages (and disadvantages) of a revolver against its more advanced counterpart. There are revolvers in-game and in real life more 'sleek' and efficient than what we had a century ago, right? This doesn't seem the case when you go to examine the in-game description of the Detective's revolver: "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds." Again, why is NanoTrasen issuing Detectives the cheap knock-off of a centuries old revolver when there are more modern weapons around? Now. Removing or replacing the revolver might be a mistake, as some people actually like that weapon. My suggestion is to instead place a gun case in the Detective's locker. A prompt will allow you to select your weapon of choice between: The Revolver & two speed loaders. Nothing changes there; A semi-automatic handgun, like the ones given to the Security Officers, and a pair of magazines; Energy Gun; Energy Revolver; The gun case will clearly disappear once the choice's been made. In conclusion, I believe it's important to match a character to an appropriate firearm. Assigning something disproportionate or inadequate to the character might turn off the roleplayer, or the readers. Let them choose their weapon, nothing bad can come out of it. EDIT: I've included the E-Gun and the Energy Revolver amongst the weapons suggestion.
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Arlo always appeared to me as one of those AI that truly speaks and acts like artificial beings. Nothing but raw logic shackled by lawsets and regulations. Reading through the application, I recalled Arlo contacting my Paramedic character once and ask him to wear a voidsuit so it could scan him and use the appearance for his holographic projections. Capesh is a good roleplayer and his characters reflects it. It's a +1 from me.