Jump to content

OffRoad99

Members
  • Posts

    103
  • Joined

  • Last visited

Everything posted by OffRoad99

  1. 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.
  2. 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.
×
×
  • Create New...