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kermit

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    sadkermit

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  1. Personally, I'd like to see Pactolus and Midaion fleshed out as their own planets. They'd be the only planets nearly exclusively inhabited by IPCs and it would be very interesting to see how a synthetic society would develop removed from human influence; there's a lot of humanisation of synthetics in-lore, but very little 'We want to walk our own path separate from humans' besides the Exclusionists perhaps. Not every IPC on Pactolus or Midaion would have to be a merchant of the GD either I'd imagine, so it'd help with character creation opportunities as you could make an IPC from the Golden Deep planet without being tangled in the merchant and business side of the Golden Deep, only influenced by the resulting society cultivated by them. I'd see the Golden Deep as a sort of Venusian Stars Institute equivalent for Pactolus/Midaion as the VSI is Venus; an exclusive club that the planet is known for, but a facade obscuring the lived experience of everyone on the planet, damning towards anyone who may not excel as a merchant Golden Deep member.
  2. Just something that's been on my mind lately. I think off-worlder heads of security would be fun to play, they'd bring their own kind of expertise to security aboard a spaceship that's away from port for extended periods of time, especially when it comes to Scarab Heads of Security. The current reason listed as to why off-worlders can't be Heads of Security is due to physical limitations, however off-worlders are allowed in all other Security roles. IMO, Head of Security is less physically demanding than Officer as ideally you delegate all the physical labour away from yourself. It just forces HoS characters who are offworlders to take a backlining method to Head of Securitying, which is fine.
  3. Pocheto and her characters are great, every significant interaction I've had with her on any of my characters has always been memorable. I'd love to see what she can get up to with an IPC whitelist, especially her Cytherean-Golden Deep shell idea which makes use of both of my favourite parts of IPC lore. Easy +1.
  4. The modmin team already act as mentors to a large degree and there is presumably an expectation that those who apply are familiar with game mechanics, given the question on it in the app format. Can't speak for every modmin, but I know there has been that sense of 'I've got to figure out this department's mechanics so, when an ahelp comes up on it, I can provide a thorough answer.' among myself and a couple others. Part of telling some people off is then being able to lecture them on how they could have better accomplished what they were aiming for – mentoring is part and parcel of moderation. It's also not really that heavy of a role to tack onto the fairly short list of things mods do anyway, I don't think anyone on the modmin team is unhappy that their position isn't just whacking people with sticks for usually very small mistakes lol. So yeah, don't think a whole new branch of staff is necessary personally. As for people knowing that ahelp can be used for things beyond calling out trouble makers, most new players, in my experience, quickly find out that ahelping can be used for 'I'm stuck, what do I do???' questions, whether they've approach us first or we have.
  5. I like the ideas you've presented so far and would be happy to see what you come up with as a deputy. A fully-fledged IPC society that is largely uninfluenced by their human roots is something I feel is missing – Purpose, whether entirely re-done or expanded on it's current state, could be a good candidate for an uninfluenced IPC society with a very alien but logical structure. The Golden Deep comes close though remains pretty human-like in their greed, it's also a fairly awkward origin to weave into most jobs aboard the Horizon. Your plan to expand upon society on Pactolus and Midaion could aim to flesh it out with more potential routes to explore a Golden Deep character. Besides proposed ideas, I think you have a solid grasp on existing lore having interacted and had a lot of IC discussions about shell and synthetic nature with CHESED. +1 from me, good luck.
  6. I really like everything about the remap, lots to like with the Atrium alone being great even on it's own but, as I've played this week, a few things have stood out and I've got to agree with Butter in that more work could be done for the Captain's Office. All of the tables are very cluttered, there isn't one table that's just empty, all of them have buttons of some kind on them. The room's very w i d e and, what nags me, is that it's uncentred. I'd quite like it if the captain's share of the room was increased, just to make it more spatious as, like Butter's said, it's rare to have visitors in the captain's office when the conference room is better suited, and it'd allow more space/tables/shelves to disperse the clutter and item placement so it's not so crowded. It's also allow things like item cases to be behind the captain's desk too. I'd also like it if the whole room was rotated 90 degrees anti-clockwise so that you can actually see your character when sat down in the meetings that do happen – staring at the back of your character's head is kinda lame. The other thing I'm not so sure about is the gradual increase in the Bridge's weapon armaments. We've gone from a single, tucked away cabinet containing 3 carbines to a whole mini-armoury with 3 stunbatons, 3 carbines and 3 .45 pistols with lethal ammo. I might be wrong, but I don't think the cabinet is even ID locked to Command anymore and can be opened by the BCs themself, which makes it a bit baity for newer players in the Bridge Crew role – might just not have been paying attention that round I noticed this. I don't think a whole Weapons Room was needed either and a single cabinet tucked away worked for what the Bridge is. I imagine this part won't be changed though, so I'm just airing my dislike. A larger ballache for antagonists than the 3 carbines already sometimes was.
  7. I've liked my interactions with your captain on my RD; you do a good job of involving people or having other command member's input heard. You handled a pretty rough nukies round well as well, from what I saw, and were on top of announcements and engaging with one of the antagonists in particular. I've noticed the usual trial hiccups - sometimes being overwhelmed, not figured out a mechanic yet - but that's to be expected. Good luck in future captain rounds.
  8. I slept on it a couple nights more and have decided to U-turn. I'm sure you know if anything in a similar vein happens again, the permaban will be reinstated. Locking as said.
  9. There were two characters this was an issue on, your librarian and your psychologist, of whom the psychologist had zero prior interaction with the subjects of the in-game harassment. That makes it OOC harassment too. You also had a third character, your chaplain, who was seemingly built around the premise of singling out and harassing Europan characters – no issues that I remember arose of this by the time you received your ban – however having three characters involved in some form of harassment, both IC and OOC, isn't looking good. I don't plan on unbanning you, as I have no tolerance for targetting a handful of players OOCly to harass them ICly, as well as you seemingly basing your character creation around harassing characters ICly. The reflection on how this may have impacted other peoples' games should have been done when you were creating these characters, not after receiving a ban. You will need to make a staff complaint if you disagree with this outcome; I will be locking this thread after 24 hours.
  10. I think skrell-dionaea relations are in a good place. When asked the same question on my skrell deputy app a little ago, I didn't really have a great answer as there weren't any immediate additions I'd make and I like much of what's down on the wiki. With the Traverse States being given an amount of autonomy, it would be interesting to see what differences arise between dionaea who are raised within Core and Waves of the Nralakk Federation and those raised in the Traverse States. Could there be a cell of the Lyukal that features dionaea to a large extent? Would the Traverse States reject dionaea entirely due to their link to Glorsh, pushing them back to the Core systems or out of skrell space entirely, or would the Traverse States welcome dionaea who were failed by the Federation's socialisation and adoption system? My thoughts are much the same for Dionae-Unathi lore too; overall, I like where Dionae-Unathi lore is. As mentioned in my application, the effect of dionaea on ecosystems is something I don't think has been given much attention. Moghes could be a good spot to explore some of this as the Hegemony and Hephaestus attempts to revitalise the planet, though also dealing with the strain of a large number of dionaea that some of the populace has begun to see through a spiritual lens and which initially were seen as a way to help restore irradiated land. As radiation begins to dwindle in the Wasteland and with most biomass already depleted due to said radiation, some dionaea could become a burden on fringe agriculture/aquaculture industries on outskirts of still-green areas of Moghes, is one thought. I mentioned negative technologies resulting from dionaea; I think the Tarwa Conglomerate could be a really good starting point for that. Something that would explain their secretive nature, perhaps an extreme form of symbiosis among some ranks of the Tarwa – perhaps rank could be based on the degree of symbiosis between the unathi and dionaea. Lots of potential. As the Horizon is currently in the Coaliation, I think an in-character arc involving the Narrows would be interesting. An arc I had in mind involves the Horizon passing through the Orezela system where they make contact with the Narrows. The Narrows sends a group of dionaea, including an Overseer who has been assigned as a liaison to engage with the Horizon, to strike an agreement with Command where they agree to go on a few mining gigs together in surrounding asteroid belts. The Horizon will have the opportunity to visit and tour the Narrows vessel, with the Horizon's mining crew getting their much deserved love and admiration from the Narrow's crew – Hephaestus values on display. If we were to go for something higher intensity, which I think would be a nice change for a dionaea event, then during a joint-expedition, the crew of the Horizon and Narrows would then be faced with a Scarlet Score threat. The preceeding events would then involve the clean-up of this expedition involving Medical and Science, with a number of benefits or consequences depending on some conditions that are reflected through high-profile visits or new articles during the wind-down and close of the arc. I drafted a semi-detailed breakdown of a potential Narrows-involving arc, including some consequences and boons post-arc. I'll probably give to the dionaea team as an event suggestion when I've refined it. To be honest, I haven't got any strong opinions on the EUM, despite it being one of the largest dionae factions. I'm also already aware of your proposal to take the EUM in a for-all-dionaea direction, and I don't want any bullet-pointed draft to be against or a parody of what I've presumed you've already got planned lol. What I have done is create a bullet-pointed draft (EUM Media Draft) that should fit with the above, as it is a direction I'm interested in nonetheless. I think the EUM, for the only true dionaea planet, really doesn't have much outreach – in-character to dionaea, but also out-of-character to the players – so what I've done is create a, hopefully, interesting, dionaea-based take on media that increases their reach in-character to non-EUM dionaea throughout the Spur, but also allows the creation of a News Database article to reflect EUM views. I've left everything somewhat unnamed so the specifics can be come up with by the dionaea team as a whole. Not really sure this answers the question or is the draft you were looking for.
  11. Moved this to Suggestions & Ideas per the author's request; the post was being treated as such anyway.
  12. Ckey/BYOND Username: Sadkermit Position Being Applied For: Dionae Lore Deputy Have you read the Lore Team Rules and Regulations wiki page? Yeah. Past Experiences/Knowledge: I can bring some amateur programming experience to the table and have worked on small/medium-small PRs before. Examples of Past Work: Just a bit of skrell lore for a previous deputy application here. What would you change about Dionae if you could unilaterally do so? Honestly, I would probably remove genetic memory/blood learning as a thing and instead further emphasise mimicry as a method of learning. I used to like the idea of genetic memory and blood learning, but it’s not something I’ve been fond of lately; I feel genetic memory detracts from dionaea being experts of mimicry, and I think skills/traits being passed through blood has iffy connotations – it's also kind of silly how accurate it is too, but not everything can and will be so shrug. A more malignant form of mimicry at every step in a dionaea’s learning would be my preference if I was starting from scratch. This would have a large, briefly brainstormed impact on Dionaea lore, on things like Mourning Masses and the Blood Market. I doubt this is something the current dionaea lore team and player base would like, as blood learning is one of the more well-known facets of dionaea – even to non-whitelistees – so I've not taken this anywhere besides initial brainstorming. What do you find is an important theme for the species, or if you believe it lacks one what would you do to remedy it? Time and aging has always been the big theme I play with when playing dionaea. How does my dionaea perceive time, how does this affect their interaction with humans, how does this affect their decisions – these have always been important to me and I think they’re fun to play with. The recent addition of Voidic Proto-Culture was one I’ve really enjoyed playing with and consolidates much of what I had already been drawing on when playing dionaea; the apathy, besides odd curiosity, towards Spur society and customs as the Voidics are aware it is just another fleeting expression of the universe that won’t last in the grand scheme of things. Consumption is another important theme that I’ve enjoyed working into my characters, with the sects of the Eternal representing how a dionae conducts their consumption of biomass and whether they prefer to learn from blood or conventional means. I was always drawn to the Blood Eternal and the Viscera Belt cluster while they existed and while I did like playing with the idea of learning from genetic memory. A dionaea’s consumption of radiation and light has been a recent favourite of mine, with my aforementioned, recurring ghostrole dionaea character being a Nocturne Notes mindtype who is obsessed with hoarding batteries and radioactive materials, preparing for the universe’s heat death or some other freak event while they are still a Geras that is capable of manouevering through space. I think the burden of Dionaea on terrestrial ecosystems and habited environments isn’t something that has been explored yet and is something I’d enjoy working on. It’s the more naturalistic themes that I tend to gravitate towards, the more alien of the already alien. I think it would be interesting if some kind of conflict was created between Voidics and those who have adopted or been integrated into a more human-like–form of society. Where would you like to take Dionae Lore? The dionae lore team recently announced their intention to move dionaea from plant-based organisms to fungus-based organisms. Personally, I have always equated dionaea to something other than plantlife, and so this is a welcome step in the right direction to me, and was the final push to me deciding to put forward a lore deputy application. I mentioned on the recent feedback thread that, though I think fungal dionaea is a good move, I would probably have tried to avoid tying dionaea to terrestrial kingdoms of life as a more liberating option, however I am still eager to work on just steering dionaea away from plant-life. I recognise that having something with more solid themes and is more immediately recognisable – so, fungi – is easier. Having a more active role in shaping some of dionaea culture and behaviour during and following this change is something I’d like. I’d also like to outline how other factions in the Spur may exploit dionaea. We have examples of harmony between a species and dionaea – skrell and dionaea, how dionaea are integrated and socialised in the Nralakk Federation; unathi and dionaea, with the dionaea honour code variants and how certain Wasteland clans integrated dionaea – but there aren’t many examples of, for an easily dehumanisable-able alien species, where they are exploited. The Alliance forced dionaea into hard labour following the Rueltab incident, but that’s about it for explicitly written stuff afaik. Some negative technologies born of dionaea could be conceived, tied into the theme of consumption and the dionaea’s effect on terrestrial ecosystems. One idea I had was the potential for dionaea to have a parasitic form of birth; if the original ‘seed’ for the dionaea rooted itself within a host, the host would find themself gradually replaced from inside out – makes for an interesting weaponisation/exploitation of dionaea, ties into dionaea limbs, and is another form of origin for dionaea characters. I’ve mostly mentioned stuff that’s related to the more wild, naturalistic side of dionaea, as opposed to the civilised and spiritual side they have on terrestrial planets. The more natural, biological side of dionaea - in contrast to the otherwise very civilised species - is definitely where my fondness towards dionaea comes from, it is what I’d like to see emphasised, and is what I will prefer working on. I am still happy working on the more integrated side of dionaea though; groups of dionaea akin to the Narrows, where their society is a mimicry of their origin yet slightly reshaped, is something I really like. Additional Comments: None.
  13. I like most of these – the Airlock one, ATM Malfunction and Bluespace Tunnel especially. None of those are too disruptive when compared to radiation/hivebots/similar, and instead have the potential to add to roleplay instead of detract, which is a problem with a lot of our random events right now imo. A little bit iffy on the Bluespace Bear one, just because the Bluespace Bears were a little silly anyway and the potential for someone to take it as a pet is a bit goofy – funny, though.
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