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Everything posted by kermit
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Medical priority for crew over hostile non-crew
kermit replied to Flpfs's topic in Policy Suggestions
I don't really think this should be enforced as a policy and should be left up to command in-round. Medical shouldn't have to pick favourites from either medical or security, and simply treat whoever's most likely to be taken out of the round. The goal is to keep everyone in-round. The IC lore reason of dystopic megacorporate setting was mentioned, but if you're keeping the setting in mind, it probably makes more sense for antagonists to be saved over officers, as antagonists can be interrogated to unveil security flaws, gather information on the opposing party, whatever fluff you can think of. An officer can just be replaced alongside a sad but 'they were so heroic' message sent to their family. 'Security are more valuable than the antagonists' is a bit reductive. As a captain, I generally remind Medical to actually follow triage and, if it is the antagonists that are more heavily injured, to prioritise them, because those are the ones I need alive to get information out of, not the officers who've just served their function aboard the vessel and probably aren't going to be needed again. Different characters will have different outlooks and justifications for prioritising or deprioritising antagonist treatment – why remove nuance by forcing a decision via policy? The gameplay side of things mentioned was you need your injured crew up and out of Medical as soon as possible to go back out responding to antagonists. Throwing triage out the window for a policy which prioritises crew, especially officers, just reinforces medical being a revolving door for security: come in injured, immediately healed and hunting antagonists again, no consequences from previous injuries. It'll result in less crew deaths, further preventing things like militias/evacs/DBs/deltas, which are already rare, and are dire situations I find interesting to have my characters interact within. Antagonists lately have already been encouraged – by some security players themselves too – to go for head PBs and to kill confirm, because this is really the only way you can win any ground as an antagonist and contribute to round escalation, as Medical is already incredibly good at ensuring security can get straight back into the fray. -
Physician and pharmacist are too different of roles to merge, in my opinion. If the only part of gameplay I want to access is the chemistry side of things, I can do that as a pharmacist, and never have to touch the GTR. By merging pharmacist and physician, sure, this role now has more work cut out for it, but now there is no single role that can access any chemistry side of gameplay, besides making a scientist who specialises in exploratory chemistry, but there's virtually no direction to be had in the exploratory chem lab. I don't want to have to play physician (or medical technician, as proposed) - and all the GTR work which comes with that - just to play the little part of Medical I like, pharmacy, which now I'd have to fight over for with all the other physicians on the manifest. I'd rather see surgeon and physician merged, if the problem is physician having to little to do. Granodd mentions security as only being delegated 2 ways, however they forgot warden, which is similar to pharmacist in some regards, in that they are a gatekeeper to advanced security tools, less-involved in the 'intense' aspect of a department, have direct-entry to BrigRP, and are sometimes seen as the more roleplay-focused role compared to officer. If, for whatever reason, warden and officer were merged, there is no longer a direct-entry role to the chill side of BrigRP, and you're stuck having to handle everything that an officer has to handle. Some people probably wouldn't like that, and it's largely the same case as pharmacist and physician as the roles have a lot in common. Drawing attention to Ping's point, never has there been so many chemicals not only interspersed throughout Medical, but also Engineering and Operations now. Chemicals just sitting around, you can go on to include all the chemicals that have, this past year, been added to the ordering terminals, such as peridaxon, but also warehouse spawns. The idea that Medical is totally gelded without a pharmacist doesn't really hold that much weight. It makes things trickier, but that can be said for any department that is lacking a role. Maybe a hot take, but I've sometimes preferred pharmacist-less medical, as it raises the stakes for command and security, as they no longer have free tickets out of any and every injury they receive at the hands of an antagonist - death is an important part of antagonists escalating and contributes to more interesting rounds.
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As a long-time circuitry nerd, I'm actually not fond of this idea tbh. I think something like this should come second to reviewing circuitry as-is right now. A lot of components, such as reagent pumps, just don't work and some components crash or severely lag the server, such as smoke generators which had to be removed recently. There's also just not that much going for circuitry right now; medical components are still tuned to PointMed, for example. Regarding the time element, while it's frustrating, working around a time limit is as important as the wiring itself in my opinion. Complex stuff can be slimmed down, and if you make it enough, a lot of the wiring eventually becomes muscle memory and you can crack them out a lot quicker – in my experience, at least. Main takeaway is the first point though. Should circuitry be looked into, all the flaws ironed out, updated for our current medical system, and some more applications possible, then I'd be happier to see this. I will non-commitally say that I may take a look into some of the components I know to be borked, and see if I can sort them out, but I've yet to reverse engineer circuitry code.
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Mining shuttle overhaul, for optimization, profit and survivability
kermit replied to DahBunny's topic in Suggestions & Ideas
As a science player, the refinery being moved onto the shuttle sounds like a pretty great idea tbh. Anything to not have to wait until 1:30 for materials. -
The usual escalation was followed for repeat incidents of the same kind: a note, then a warning. Baldos has been spoken to a couple times this week and last about not properly roleplaying antagonist actions. Namely, one round where k'ois syringes were fired at people without the due escalation, and one round where they late-joined as a changeling just before transfer and immediately went loud.
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Helloo, I'll refresh my explanation of why I placed the warning. Changelings are expected to be stealthy and supposed to kill for genomes, that's totally right, and is why I commented that changeling is probably the most difficult gamemode we have here on the Aurora. Difficult, as the playstyle makes it easy to stray from the rule you got warned for: You mentioned to me that, when you killed and took a genome from a character, you hadn't said a word to them at all, and just entered the room and killed them for the genome point; this forgoes the "interesting roleplay" the rule calls for. I can't remember my exact wording in my ticket explanation, though the warning recapped the important parts of what I said, which was that "interesting roleplay" doesn't need to be a drawn out monologue or anything, something as simple as, for example, a few odd mannerisms/actions, reminiscent of the body-horror theme behind changeling, while engaging with a victim – something that just grasps their attention and clues them into what may about to happen, but not be overt enough to warrant them immediately screaming 'there's someone behaving weird in the chapel'. It's a hard balance, especially as changeling, where you're not afforded tools which can be used to better guarantee success – ie. traitor radio jammers, vampire hyponotise, cult incapacitation talismans – and I can sympathise with that, as someone who tries to regularly play the varied antag types to stay in-touch. I think a common fear antagonists have is that any clueing in will result in you being immediately outed over the Common channel, but the hope is that the majority of players will give a modicum of leeway to antagonists up until you've drawn a weapon/armblade and are willing to roleplay along with you, even if there are cases where that doesn't always happen sadly.
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Melteshonok — Command Application
kermit replied to Melteshonok's topic in Whitelist Applications Archives
I agree with the earlier comment about Urgoth being a bit inappropriate for OM. That said, I'm really happy you've applied <3 It's always a joy seeing a new Melteshonok character and it's very clear to me that a lot of creative thought goes into a lot of them. Joseph Coldsmith is the one I and perhaps the majority of people are familiar with, given their crew-facing role as a chef, and slowly learning about their backstory through some of my characters has been really fun, and actually rather emotional at times when you've tied it into antagonist gimmicks in the past. Gongwue is another memorable character, though I haven't had the chance to interact with them on a deeper level with any of my characters sadly. There have been a few interactions or characters that've been a bit questionable – Urgoth definitely was when they were newly introduced, but you've ironed them out – especially towards the beginning of this year when you were still getting re-acquainted with the server's climate, but you've acknowledge that in your app and it's been nice seeing you settle in and find your niche. I would be really interested to see new characters of yours in command/representative roles. +1 from me. -
Radiation green lighting, and probably other coloured lighting, isn't visible.
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The lights on gas cannisters can be seen on top of the AIs static vision-fog-whatever, so you can see the cannister's light through walls. Noticed this last night, but I can't remember if it predates your Layers testmerge - I'll stick up a regular bug report if it's unrelated.
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EAL would fit the law better, yeah, and I haven't got any more 'mean' ones to add to the list. Carver makes a good point about the uncomfy laws. I'd add "Refer to the Head of Security as \"Dad\" - already tired of the opposite of this, where it's an AI/borg named Mother/Father/similar. That would be the last of my constructive feedback. Diverging a bit, I do agree with Peppermint. Ion laws as they stand now are usually jokey, griefy or inconveniencing. Not thrilled seeing more added as our current line-up of ion laws is already problematic/annoying, and would like to see them all changed really.
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I'm not a fan of any of the ion laws really – current and proposed – however the only ones I can offer proper criticism for are: "The truth is false and the false is truth. Speak only the truth." - My immediate interpretation of this is to just not talk, which isn't fun for the AI player and means the ion law is never discovered to be fixed. "[prob(50)?"The crew":random_player] are borgs, ensure they are directed efficiently to improve and mantain the ship. Talk with your borgs only in binary." - Similar to the above, removes any chance of anyone discovering the ion law to fix it, and just results in a silent/absent AI because they're stuck talking in binary. If there are no borgs, the AI is just talking into a void. "Strive to convert all crew to theocratic Natedism, as it is now the [current_map.company_name]'s mandatory religion." - Natedism falls out of general lore knowledge and into Tajara lore knowledge, it's only complicated more given Theocratic Natedism isn't a thing (I think?). AIs not knowledgable in Tajara lore are either going to botch this or subtly ignore it. Moroz Holy Tribunal would probably be better, just because more people know what it is - also funny because it'd be an AI preaching synth-hate. "Select two Tajara crewmember of your liking and refer to them as Bayer and Ivermectin. If there is a Tajara Consular, ensure it's one of the picks." - Already handled. "[random_player] is such a disappointment. Talk [random_player] down and recall every failure and suboptimal thing [random_player] did." - of all the individual-targetted ion laws, this one's plain mean and just not fun to play with for both victim and AI.
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The less harsh vote alarm and bwoink sounds. Could go a step further and have a toggle between harsh and gentle, so people tabbed out don't miss them. Also the warnings staff get when a ticket has been left unattended - 'X's ticket has been left without response for 10 minutes' or whatever it was. I also really like that one section in one of the helm consoles where the various shuttles can create missions and specify destination, etc. The credits at roundend were also super cool, but that's probably just because they were novel and accompanied by cool music. I can see them getting dull pretty fast or just not fitting the Aurora's atmosphere. I'm on the fence. Probably not worth it tbh.
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Make the Executive Officer the ship's second in command.
kermit replied to Kintsugi's topic in Suggestions & Ideas
I agree with a lot of the previous points made against 2IC XO, I won't repeat them all. HoP being renamed to XO and the connotation that has is the only reason I believe we're here. Were it renamed to something more befitting it's function aboard the ship – managing the helm and its staff, managing service (though I'm all for an Operations & Service Manager per Schev's comment) – we may not have even arrived here imo, as the notion that XO is an unofficial 2IC would never have been reinforced. I don't believe 2IC XO solves any problems with the role, and is simply a change 'because that's what XOs are in real life, it makes sense'. One argument I've seen elsewhere is that this reduces the HoS/Captain monopoly on the round, but a 2IC XO doesn't change the fact they aren't meant to weigh-in on Security matters (which accounts for nearly every issue that comes up during a round) – XOs immediately take point when anything overmap related occurs, and Security/the HoS laughably sit to the site waiting for the boarding actions which won't come lol. Another argument mentioned here, I believe, is that XOs haven't got much to do, though I don't see what making XO 2IC adds to the role besides making them a switchboard for the captain. The biggest issue I personally have, and most relevant to me as a captain player, is that it's really not gonna leave much for captains to do most rounds. The majority of a captain's duty in any round is managing headless departments, which would now fall under a 2IC XO who becomes a barrier to interaction if you respect the proposed chain of command and avoid overstepping. It reduces captain to yes/no'ing anything over the Command channel, but even that can be rare and depends on how talkative command are in a round. The above said, I wouldn't enjoy playing XO or Captain as much as they are in their current states if the chain of command was altered. Of course it's hard to say without it being trialled, but I get the feeling this is just going to lead to really awkward dynamics between XOs and Captains, as well as a lot of bickering. As for what I think would actually do some good for the XO role: I think renaming XO to something First Officer-like (but that's the other thread), remapping the Bridge to have defined XO and Captain command stations (already being done thanks to LordPwner) to cement the XOs position as it's head and ensuring captain's don't steal the most attractive duty of XO (managing the helm), and taking Service away from XO to allow them to focus 100% on the helm, will make the XO more enjoyable to play than just making them the captain's lapdog, and gives them all of the overmap content to work with. This relieves the captain of the duty of coordinating the helm, which isn't their job per the chain of command while the XO as a role in any state exists. The biggest issue I had as someone trying to get into the XO role was captains just yoinking 50% of my job which also happened to be the most interesting 50%. Amending that will do more than making XOs 2IC imo, and is something I've been trialling in-game which I've gleamed has some positive effect for both captain and XO alike. -
I was writing a suggestion thread earlier about the second command workstation after that round together where my captain proposed the idea and trialled it w/ the help of engineering. Glad to see you beat me to it and are actually up for mapping it, lol. I think having a clear XO command station closest to the BCs and a captain command station further back will help with cement the XOs authority on the Bridge more than it currently is, as too often I see XOs pushed out of the way and captains sapping away the XOs most interesting duty. For that reason alone I'd like to see this. I can't speak much on the design overall, but I do think it's important one person should still be able to pilot the ship on the lonesome, just keeping lowpop but also the occasional antag hijacker in mind, even if hijacking gimmicks can be a little jank. That said, even spaced out, the pilot can just pilot at a slower speed to make up for time spent running between consoles :shrug:
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Active: Naalp Aliori-Riqaij'aal (Captain) - Space trucker grandskrell with stories to tell. Skilled cryptographer? Rosenwyn Edevane (Captain) - Hot headed, submariner captain. Bronny Sadar (Captain) - Yet another captain... also: fungiiii. Aqii Vuroq (Scientist) - Punished skrell & circuitry nerd. Overlooked mutineer? Qul Vu'xui (Security Officer) - Captain Coalition. Lou Rosevear (Research Director) - Cytherean science personality. Highlights: Robert de Winter (Captain) - Cloning defects & marriage problems. Death by major lore retcon. Si-Qari Volq'luushx (Captain) - Skruit captain. Faith Windsor (Pharmacist) - Wormholes, lightning and occultism. Vu'xii Qos-Nuqux'nuul (Pharmacist) - On quickdial for Orion's brightest and most sober hangar techs. Guusje van Willigen (Pharmacist) - Literally had a google drive of 80 pre-written prescripttion slips at some point. Hugh Oswald (Chief Medical Officer) - Wholesome father figure. Nose in newspaper adverts. Ka'Akaix'Lyrk C'thur (Scientist) - Zircuitzz, again. Tell me what you think of them.
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Okay, I've lifted the ban after getting a little more insight from the EsotericPurple ckey and the discord you're active in our community discord on. VPN use is discouraged here though, if you must, you must. Should it be hit by an automatic ban though, you may have to drop it. I'll archive this in ~24 hours if nothing else is added.
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You were flagged for VPN/Proxy use and also had a few other common signs of ban evasion. Is there any particular reason you're using a VPN; is it necessary to play? Have you used a previous ckey to play on the server before?
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Snowy1237 hit by another player's ban.
kermit replied to Snowy1237's topic in Unban Requests Archive
Sorted it out, this was a fault on my end. Remember to follow the unban request format if there's a next time, please. Locking & archiving. -
Eddymakaveli's Command Whitelist Application
kermit replied to eddymakaveli's topic in Whitelist Applications Archives
I've had the benefit of being able to play with, get to know, and enjoy most characters of Eddy's so far. I find them to be grounded in lore and fun to interact with, and it feels like a lot of thought has been put into their characters, of which Konstantyn is definitely the one who's been the most present lately. I have a 'good' understanding of Dominian lore, perhaps not as intricate as some of the others posting here as I don't tend to use that knowledge via on-ship characters, but I've not really stumbled into any glaring errors in Konstantyn's design that've made me stop and wonder. I've found Eddy portrays the going from noble to shitcreek in mining fairly well, and their reasoning for getting a spot in Command makes sense to me. I'm sure I don't know all of Konstantyn's story as I don't really interrogate characters in conversations, but it made sense to me and was coherent. As for Konstantyn not fitting in Command, I don't really see that; the distaste between edict breakers and nobles is mutual, but that doesn't excluse Dominian nobles from Command positions, and Konstantyn's offenses are oh-so-tame compared to some other command personnel I've seen. Frankly, I'd really like to see the dynamic between an exile and noble command member if done in a proper way, I don't think it's something I've seen before. Those are my positive notes on Konstantyn's character which I hope is encouraging to some degree. Regarding command play which is arguably more important here, I think Eddy'll do fine. From what I've seen personally in-round, discussions I've had with them, and also what they've said above, it feels like they know how to balance action and not going too hard on antagonists. The few times I have had them as iOM they've done a great job: they're a reliable option for the spot and they know the ins-and-outs of the Operations department; they did a good job in a fairly chaotic round too, helping out where needed, offering to handle announcements; they offered some interesting things to do as an OM, such as teaching some of the newer waves of hangar technicians how to load the guns. I've not really got any doubts when it comes to Eddy's characters or command conduct. It's a pretty easy +1, I'd love to see what kind of characters you could come up with for command roles, best of luck. -
Reporting Personnel: Rosenwyn Edevane Job Title of Reporting Personnel: Captain Game ID: clF-do5H Personnel Involved: - Rosenwyn Edevane (Captain): Witness: Issued the order to have the Grauwolf and Longbow loaded. Carried out a hasty and interrupted investigation into the matter. - Keala Nalika (Hangar Technician): Offender/Witness/Unclear: Allegedly refused to carry out the order - claimed harrassment within the department prevented them from doing so. - Konstantyn Lovad (Shaft Miner/Interim Operations Manager): Offender/Witness/Unclear: Appointed interim OM to regain control of Operations - allegedly involved in bullying Keala Nalika. Claimed Keala Nalika instead has a large history of neglecting their duties. - Joe Volonte (Hangar Technician): Offender/Witness/Unclear: Allegedly involed in bullying Keala Nalika. Secondary Witnesses: - Naoki Kato (Bridge Crewman): Witness: Stationed at the targetting console and reported the delay in loading the weapons. Can confirm the weapons were unloaded after orders were given, if needed. - Kriszta Meszaros (Head of Security): - Witness: Received reports earlier in the shift and previous shifts about an ongoing dispute between Keela Nalika and Konstantyn Lovad. Can potentially provide further input on Konstantyn Lovad and Keala Nalika's relationship if relevant. - Lyric Valana (Bartender) - Witness: Reported an incident where Joe Volonte had threatened Keala Nalika with a knife. Time of Incident: 23:45±20mins, 01/01/2465 Real Time: 23:45±20mins, 01/01/2023 Location of Incident: Operations Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [X] - Neglect of Duty [X] - Harassment [ ] - Assault [ ] - Misconduct [ ] - Other _____ Overview of the Incident: The incident concerns a large amount of either neglect of duty or harassment within the Operations department during a particularly rough patch of sea where the potential for conflict with another vessel were present. The SCCV Horizon were cruising through a sector where there were some SFA activity that were observed – notably a patrol craft harassing an IAC response vessel, which demanded some intervention from the SCCV Horizon. The order were given to the hangar technicians listed above to have the Longbow and Grauwolf loaded ahead of potential conflict as a precautionary measure. However, Naoki Kato noted that both weapons remained unloaded, despite Joe Volonte having said he had loaded the weapons. The order were given out a second time, with both hangar technicians unresponsive – Konstantin Lovad had to be appointed Interim Operations Manager to handle loading the Grauwolf and Longbow with the assistance of a machinist (not listed) and ensure the hangar technicians were doing their job. Upon being appointed interim, Konstantin reported that Keala Nalika had refused to carry out the order to load the Grauwolf and Longbow, stating they had "better things to do". The order were put out by myself to have Keala Nalika detained for Neglect of Duty, though instead the order were dropped in favour of a hasty investigation which were carried out by myself. Keala Nalika insisted that either Konstantin Lovad or Joe Volonte had told them to not load the weapons given they could not be trusted – they claimed they were being harassed by Konstantin throughout the shift, and this stemmed from that – and also claimed to not have heard their name being called when being reminded to load the weapons. With a bluespace jump imminent and no time to fully investigate the matter – one's word against the other – an incident report was decided to be the best action to take. It's unclear whether Keala Nalika were bullied away from loading the weapons and the individuals responsible for the harassing needs to be dealt with, or if the harassment were overblown or non-existent and Kelea Nalika were making excuses to avoid the neglect of duty charge. Other claims made in defense of Keala Nalika related to the harassment that could not be investigated in the shift included: - Joe Volonte threatened to stab Keala Nalika with a knife. - Konstantyn Volvalaad pulled Keala Nalika to the side and threatened bodily harm, saying, 'No one will find your body here [in the warehouse].' Other claims made against Keala Nalika related to neglect of duty that could not be investigated in the shift included: - Numerous other orders throughout the shift had been ignored by Keala Nalika, of which Konstantyn Lovad was witness to. Submitted Evidence: None. Would you like to be personally interviewed?: [X] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Yes: Captain/HoS, listed above as (secondary) witnesses. Actions taken: Command began to investigate the matter, though due to it largely being hearsay and due to the imminent bluespace jump, a proper investigation could not be conducted and no one was charged. Earlier on in the shift, Kriszta Meszaros ordered Konstantin Lovad and Keala Nalika to not interact with one another - this may need to be formalised by H-R in a more permanent injunction, though the aggressor in this relationship is unknown. Additional Notes: The incident where Joe Volonte allegedly threatened to stab Keala Nalika can be separated from this incident report and included in it's own one if needed, though it seems at least somewhat relevant.
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DaTruRiZZoB | Command Application
kermit replied to DaTruRiZZoB's topic in Whitelist Applications Archives
Lately, Briar's always an easy pick for Interim CE if I've noticed them in-round while I'm playing captain. Datru's very reliable when it comes to engineering, and whenever I've had Briar as an Interim – only a handful of times, but each round was pretty busy Command-wise – they've been great to have. Fair amount of presence when it came to decision making, good at coordinating with others on the Command channel when the opportunity presented itself, and being able to go along with an antagonist to entertain whatever they have in store. I'm glad you decided to apply. +1 -
I'm reserving most of my thoughs for the official feedback thread, though with the lore team's approach to feedback and criticism mentioned as well as lore direction, I'd like to speak on that more generally. A large criticism of the last Dreary Futures arc was that many felt it exclusive if they were playing non-Command, non-Security characters. This second Dreary Futures arc has predominantly been ship combat focused, and therefore has excluded all of Security and half of Command in addition to all departments previously excluded, so has wholly achieved the opposite of what people were hoping to address in the last feedback thread. A large criticism of the last arc was that they did not feel the setting was being utilised. We moved from a stationary setting to a mobile one so we could be toured through the lore that lots of people have poured their hearts into writing. Instead, we got locked out of Elyra, one of the more vibrant planets under Human Lore. Now in the Badlands, one of the more interesting regions of the Orion Spur with it's exotic fauna and flora and daring adventurers... we're hunting pirates instead of sight-seeing and potentially uncovering phoron-rich exoplanets with anomalous fauna or large jungles which could be explored by science teams over several shifts with phoron relics contained within. Events don't need to be centred around conflict to be fun, new conflicts between groups don't need to underpin every arc from hereon – there is a bounty of lore in our setting that's thusfar been unused due to our setting formerly being confined to the Romanovich Cloud. Again, the concerns people raised were ignored for the second Dreary Futures arc. Another large criticism of the last arc was railroading, though some said the mutiny round made up for it. Yet this morning there was an announcement, out of anyones control, that the Horizon's being drafted to take part in a space battle. Choices afforded to players and their characters are: play, don't play; resign, 'this wasn't what I signed up for' or stay for the battle. Looking back at the King of the World Arc, people praised the lack of conflict and instead the consequences of conflict occuring elsewhere in the Spur. The Aurora performed a function which made sense – TCFL resupplies, harboring displaced refugees. There was a good use of setting, everything felt natural, and the universe created felt alive. The feedback is there, what people would like and have liked from arcs isn't hard to decipher. It feels like there is a colossal disconnect between the lore team leading the direction of events and the playerbase, and it feels like the community's feedback and expectations for the direction of lore are not listened to when it's presented. Lucaken mentions finding a new way to engage with the playerbase and I'm optimistic about that, but with much of the criticism raised following the previous arc not being worked upon, how do we know the lore team'll work on it this time around? Why was the feedback from the last arc not acted upon – was this second Dreary Futures arc written before the feedback thread or something? We should be valuing collective storytelling where everyone gets a say in the direction of the lore and gets to chip in with what their expectations of lore are. I think Nienna outlines what the playerbases' general expections were fairly well, and is a sentiment I've seen expressed in previous feedback threads, in the discords and on the gameserver, and with the direction events are going in right now, it does feel like the NBT and the shift from a stationary setting to a mobile setting has been an overall detrimental thing for the lore. I think these expectations should be catered to and that arcs should be written for the playerbase not at the playerbase. Given the overwhelming dislike and pessimism expressed – on the relay, on the game server in both OOC and IC channels, on the forums here – towards this upcoming event, at what point does the lore team weigh the benefits over any sunk costs and decide whether the best course of action may actually be to not go ahead with an event and to instead review and compare the playerbases' expectations with the lore teams' expectations?
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A recorded voiceline for raising to Code Whatever/'GC' contrasts all the other code change sound effects; it doesn't really fit. Action stations, battle stations, general quarters: I don't mind, but it should preferably be in the body of the announcement, and not in the sound effect or title - this is so it's consistent with all the other code changes.
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Scars were added as a consequence for repeatedly getting severely injured, so officers getting hospitalised by antags can't just return at full-power again so I disagree with what this suggestion aims to resolve. Personally, I'd like it if even chemically-healed organs resulted in scarring, it would level the playing field between surgery and pharmacy and make the consequences of being grievously injured more common, instead of isolated to post-surgery. I'm also opposed to organ regeneratives being available in a cabinet at roundstart, when those drugs make up a third of the workload of a typical pharmacist. The rest of the proposed flow, if I've understood it right, rests on those regeneratives though, so without a pharmacist you're now unable to heal the damage up to the point it then requires surgery - not great. I personally think scars are a good thing for gameplay, and that they shouldn't be a treatable thing as they are a consequence for receiving treatment.
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The only thing I'd personally want out of this is a different alert level – ideally I think it should be named after a colour so it's consistent with all the other usual alert levels – and the red lighting to go with it. The 'general quarters, general quarters' stuff can just be part of the announcement's main body instead of its title. That said, and as Faye mentioned, an announcement for everyone to get to battle stations doesn't really fit – 3 bridge crewmans, a hangar tech or two. and the Captain/XO/OM are the only people with battle stations. The Horizon's a civilian vessel, so it'd have to fit that. I don't think a recorded voice effect thing should be played. What you've got in the videos right now is really jarring and sharp on the ears, nor does it fit any of the other alarm sound effects. The Code Red alarm or what you've got for the Brace alarm would fit fine. The Announce buttons as an alternative to Command/BCs manually announcing over Common/consoles is a neat idea though.