Jump to content

kermit

Members
  • Posts

    186
  • Joined

  • Last visited

Everything posted by kermit

  1. It's said in the doc that fungi do note rely on photosynthesis/light; the new fungus dionaea will instead rely on radiation and the absorption of nutrients. They shift from a species born of light. Will this not require a fair degree of change to the Eternal and similar Dionae beliefs, where Dionaea are seen as celestial entities, with the Eternal propping up the existence of a primordial entity that exists within light? dionaea being born of light and guardians of celestial bodies does not seem compatible with fungi, which typically represent darkness and decay – not to say that all fungi are light-avoidant. The document mentions cultural changes as a footnote, with everything else being largely biological. The cultural changes to me are more important than the biological side of things, so it's hard to support a change from plant-based to fungi-based right now. Are there any cultural changes the lore team already have in-mind that they're free to mention? Drawing on what Ping said, many of the proposed ideas are not unique to fungus and can be done just as well with plants. For example, mycorrhizal networks are not something fungi do independently and relies on plants, which ties into what Wezzy said above about a fungus-plant symbiotic relationship. Spur-wide mycelium/mycorrhizal networks which traverse a void also don't seem like much of an improvement on what we already have, which is a high-frequency song that only dionaea hear – unless I've conflated headcanon for realcanon. The high-frequency song explanation at least fit the dionaea theme of music and song. Given I don't like dionaea being plant-based, fungus dionaea are automatically a step in the right direction for me. I do think fungus dionaea will run into their own limitations though and I think it's a shame that, despite being one of the more alien organisms in our lore, we're still boxing them into the well-known, terrestrial plant, animal or fungus kingdoms. Why not go for a more alien, amoeba/mold-like protist, where there are no biological rules or thematic constraints? Protists can create mycellium-like structures; protists can be aggregate organisms which share knowledge when joining; protists, being the catch-all, can be whatever the dionae lore team wants. It seems like the lore team is escaping from one set of constraints from having a plant-based organism, only to jump to fungi which offer another set of constraints and themes – could a lore team down the line, wanting another set of themes, make another jump to another type of life? Dionaea, being the only truly spaceborne species with no known terrestrial origin, could/should be separate from the plant, animal and fungus kingdoms, in my opinion. Turning this into a question, was the idea of making dionae more alien, protists considered; was there any pull to fungal life over protist life that I'm missing?
  2. Lore Impact: Medium-Small Species: Skrell Short Description: Overhauls Kir'gul, as seen in my deputy app the week gone. I pinky promised Meep I'd have this up sooner rather than later ❤️ How will this be reflected on-ship?: Kir'gul will become a more unified philosophy instead of one left fully to interpretation, making it easier for players in-game to discuss Kir'gul themes. It also expands on Kir'gul's place in Nralakk society, opening some lanes for character backgrounds featuring Kir'gul. Does this addition do anything not achieved by what already exists?: Kir'gul is a pre-existing thing, so this just expands on what's already in-lore. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team?: Yeah. Long Description: The proposal has the following aims: to make Kir’gul more uniform such that all Kir’gul skrell have a similar vision in mind, they can then play with this ICly with other Kir’gul skrell without there being vastly different interpretations with different cherry-picked elements. to allude to a more defined role that can be played as a counsellor/chaplain, to elaborate on individuality and self-expression as well as the journey that comes with this – it provides something solid Kir’gul skrell can discuss among one another, instead of just having vague concepts to work with, to isolate Kir’gul from other faiths which really don’t meld well with it, despite it previously saying it works in harmony with other belief systems. Kir’gul already preaches non-violence, yet it’s allowed to coexist with Suur’ka – a bit weird. to create conflict between Kir’gul skrell and those subscribing to more mainstream beliefs – Kir’gul skrell avoid dreaming and psionically communicating with those who they are not really close with. to add a belief system that has Srom more in mind than others. Srom is a vivid, lucid dream that can be explored alone or with others – tack on some Jungian ideas and it’s set up for some really cool ingame discussions. there aren’t many ascetic belief systems in lore that I know of – Si’akh is the only one that comes to mind. While it’s not going to be forced with Kir’gul, it’s there as an option for the incredibly devout Kir’gul skrell. Psionic monks are always pretty cool and a trope I imagine people’ll enjoy playing with – an easier, alternative means for people to get into Kir’gul than with a character who’s an artist/writer/similar which may not grip as many people. Link: Kir'gul Expansion
  3. To help out though, and as a little known fact, you can Ctrl+F the old names when browsing the Chemistry Guide and it'll take you to the current name - Burrito's idea. Try Ctrl+F'ing 'Imidazoline'.
  4. Yeah, definitely, this is how I see it too. I think it would be interesting if this was explored a bit more then, as while it's mentioned on the Beliefs page, there is no clear distinction as to who follows it. To me, right now, it seems like an optional belief system you adopt for goodie points with the Federation. I think, if I find out it's not already been done after thoroughly going through the wiki, I might take a page from your Weishi proposal – which I quite like – explaining how different groups within the Federation see Qeblak: scientifically-inclined skrell may simply adopt it to get a boost to their SCS for that high-end lab position; government and religious officials may not even follow it, knowing that it's just a tool, but say they follow it, etc.. Nothing to say this can't already be assumed, but making it explicit may do some good and introduce a bit of nuance. An idea I just had would be a potential article mini-arc where a high-level Starchanter is found out not to even be a devout Qeblak follower, only to gain the full ire of the Federation and disappeared – perhaps to the Lyukal's delight, as they'd spin it as the weakening of an institution core to the Federation. Not necessarily a power as they're introduced now, but something I like the idea of is a selectable skrell disability where, at a random but infrequent interval, you are prompted to enter your current thought that is then leaked to everyone around you. I noticed one skrell player already do this using Commune, then going 'Whoops, didn't mean to broadcast that.' Not even being able to control your own thoughts and who hears them is an interesting concept I like. I mentioned culture-based psionics in my application too. Origin-based psionics would be a very cool thing I'd add if I had the know-how. Aweiijans, the ability to invigourate plants to have a larger yield and to detect mineral deposits like an orescanner; Qerr'Malic skrell, a stronger form of Suggestion; Europan skrell, the ability to befriend and command a whitelist of simplemobs; Tattutig skrell, the ability to do some kind of combat focus where their firerate and accuracy with guns increases for a few seconds for those Spaghetti Western shootouts. I think stuff like that would be cool. At some point, I may take a look into actually doing something like this, but I think tying it into Origins might be quite difficult, as they're isolated systems. Nothing serious immediately springs to mind, to be honest. If I think of something, I'll edit it into this post. For now, I will just say that I don't like how slimes are connected to Glorsh, and we'd be better of just removing slime lore and slimes in-game, but that's neither very significant nor an unpopular opinion, I don't think. It would be difficult to remove the lore for them though without finding an in-game replacement for xenobiology to work with, but PRs which rework parts of science are oh-so-rare. I'd rather see xenobiology create super wacky hybrid simplemobs, Rimworld genetic engineering style.
  5. The drug names bone apple tea PR wasn't really about semantics and was done for a real purpose. The biggest draw for the PR which garnered both dev. and playerbase support in the feedback thread was that the bone apple tea'd names allowed for more dev./contributor freedom when creating or altering the drugs, as there was no need to stick to real life drug conventions or do any research into how a drug ought to best be implemented. A more obvious example of medical realism getting in the way of devs./contributors is defibrillators, up until Matt added them, with the whole VFib. vs. Asystole argument. Avoiding IRL drugs and having bone apple tea'd/fantasy ones avoids this. I was against the initial PR at first, but when working on Chemistry PRs in the past, bone apple tea'd variants allowed more freedom and creativity, so yeah, I'd rather keep them than go back. From my rough gauge of our Medical playerbase these days, a lot of them have only ever known the current naming version of chemicals, so I think – for something that will have a significant impact as it won't just be slight name changes (eg. Mortaphenyl to Tramadol, very different; Asinodryl to Ondansetron, very different) – it's a little unfair to go back to the old names just for personal preference/convenience.
  6. Honestly surprised and a little flattered you still remember it, thank you <3 I really like how dionaea have been integrated into the Federation, from the socialisation of Federation values into adopted nymphs to the effect that has on dionae mindtypes, to how Xrim struggles with both Glorsh and Nralakk influences. The one thing missing that springs to mind is how the Federation may exploit dionae biology to create new technology. Rubbish examples as I've not put too much thought into yet, but something like a dionae-based weapon. Writing this, I just had some wacky thought about a Qukala naval ship deploying a Dionae Kraken during the ongoing Traverse conflict, and I'm just gonna stick with that. I do like the more untamed and monstrous side of dionaea – the recent Voidic Proto-Culture page was a welcome addition for me, and I've always had a sweet spot for the Viscerabelt. Hopefully, I'll think of something more workable on the theme of Nralakk-dionae tech. innovations down the line. I can't think of anything I'd change about dioane-skrell lore if I had Unlimited Power, so I'll offer something on only-diona lore. I haven't glossed over dionae religion for a while, so I may get some stuff wrong, but dionae, which learn through consumption, suddenly developed a fancy for the Eternal somewhere – this isn't isolated to human society—integrated dionaea, it's something which affected isolated clusters too, like the viscerabelt. I think the Eternal even developed with the Blossoms cluster as a starting point, and the Blossoms aren't even from the Spur – though maybe this is an allusion to an extra-Spur state which planted the seeds of religion into the Blossoms, then the Choir, and so on? Therefore, if I could change something, and this is in-line with how I like to see dionaea as inovationless and instead great at mimicry and plagiarism, it would be to emphasise how dionae religion is a result of genetic-learning from the other races which already had developed religion. Again, not done too much reading into Dionae religion recently at all due to my favour towards wild dionaea, so maybe this is something already emphasised and I just glossed over it – the Blossoms and what I see as an allusion to an extra-Spur state may be enough too. Not at all, I welcome the opportunity to work cross-team, if only with a little bit of hesitancy due to my lack of experience.
  7. Ckey/BYOND Username: sadkermit Discord Name: smellyelle. Position Being Applied For: Skrell Lore Deputy Past Experiences/Knowledge: I’ve no experience writing lore for any online community. Examples of Past Work: Nothing relevant or significant enough for a lore deputy application. Why do you want to join the team and how do you plan to spend your time as a Skrell deputy outside of assigned projects? Having experimented with just about every aspect of skrell lore through many characters, I feel I have a fairly solid understanding of skrell lore as it is presented on the wiki and in-game via other peoples’ interpretations of the lore. This leaves me with a general idea of what is fleshed out enough and where some lore may fall short. Besides that, I just all-round enjoy playing skrell and being part of the player-base which holds the whitelist. Discussing lore and seeing what other characters people make using the lore has always been interesting. As for how I plan on spending my time outside of assigned projects, I have often dabbled in small/medium contributions – nothing amazing – so I can see myself working on skrell-centric contributions. Being in the position where I can better talk through players’ views on skrell-lore would also be an easy thing to do in spare time as a deputy. What are your thoughts on Skrell lore, both good and bad? You should also mention what you would like to change or expand upon. It’s hard not to mention psionics and how they’re tied into social influence and used as a tool by the Nralakk Federation’s government – I really like this. The ways in which skrell from different groups take measures to isolate themselves from the Srom/Nlom is another part of the psionics lore which I like making use of with the characters I play. For a long while, a lot about psionics didn’t feel that impactful in-game, but the addition of the Nlom vote has remedied that. I am looking forward to the first skrell event which features a more powerful psion interacting with the lay-skrell and manipulating the Nlom. The Zi’Pluax is another part of lore I really like; the generation ships in general are all a good read. How culture affects the usage of psionics is something I think could be expanded from just the Zi’Pluax to other areas of Skrell lore, making the usage of psionics unique to location. Zi’Pluax culture developed a psionic usage to commune with what they believe are the dead, perhaps skrell of Aweijii may have developed more agricultural uses of psionics - tying it into mechanical psionics, there could be Origins-based psionics added to go along with the Core psionics all skrell have access to. Europa also sees some cultural effect on psionics usage, which probably explains why I've enjoyed playing Europan skrell a lot. Another part of skrell lore I really like. As for what I don’t like, I’ve honestly never been fond of the skrell religions. It’s a strange juxtaposition, with the Nralakk Federation being at the forefront of science and yet still emphasising spirituality – I've tried playing skrell who are religious, but given I tend to play Science or Command roles, it's a bit weird justifying why they'd follow the more spiritual religions, they just end up doing it for conformity reasons more than anything. That said, I understand the significance of skrell religions, especially their effect on early history. Kir’gul and Suurka, on the other hand, appeal a lot more to me, given they’re more philosophies than religion. Expanding Kir’gul and Suurka is definitely up my alley, as Kir’gul especially could do with some love given it’s anathematic to Federation values. My proposal below takes a proper look at Kir'gul and tries to make it something more useful for in-game play. A proposal for a new piece of Skrell lore. It can be about anything, but it must be something that could be reasonably added to the wiki. The proposal must be provided as a google doc with legible formatting: I wrote this Kir’gul expansion last year when skrell deputy applications were last opened. Let it gather dust when I decided not to apply but, given Kir’gul hasn’t at all been touched since apps were last opened, it remains my main proposal and I'll probably further expand on Kir'gul as a deputy with this as a base. I haven’t thoroughly gone through Meep’s proposal in their application as I’m aware it also touches religion, but I’m hoping they’re both compatible so both our proposals could potentially go in, regardless of who is picked for deputy. Kir'gul Expansion
  8. Sorry for letting this sit a while. We've all had a chance to review comments, logs and come to a decision now. The short version is we expect characters, with the limelight on Security more often, to exercise a lot of caution around vented areas of the ship. For this reason, we've ruled largely in favour of the complaint. In more detail, we came to this decision because we all agreed that Suvek and Deshan pushing into a vented area without protective equipment shows a little bit of a disregard for believable action in the realm of self-preservation. We recognised that the area was – at the time of entering – partially vented and that oxygen masks were taken, but we didn't think these measures were enough as those who entered the partial void were aware that there would be raiders inside moving through/opening shutters and further venting the area. The other 2 officers who did not enter were cautious enough to remain out of the vented area. There was nothing of massive value within the Communal area that could have justified forgoing some self-preservation. None of us believe there was any poor sportsmanship motivating the entry into the area though, just a lack of necessary foresight. As for the firefight and not disengaging despite being in a void, we didn't see any fault here. It was only after Suvek and Deshan entered that, due to the raiders moving through shutters, that the emergency shutters locked behind them. There were attempts made to leave through the shutters, but when actively being engaged, it makes sense for them to race to incapacitate the raiders preventing them from escaping the void, such that they could then locate the tools required to leave the vented area. A note will be added to Evandorf and FluffyGhost's record about exercising said caution around vented areas as Security. All things considered, we didn't really feel the action taken should have been any higher than a note. This'll be locked & archived in 1-2 days if no one has anything to add.
  9. Going back to encrypted comms, one thing to consider is that a lot of traitors tend to buy encrypted comms for different reasons. It, on it's own, isn't a token that shows you've teamed up, as sometimes people buy it for the eavesdropping or to just give updates/warnings. It sounds like they were using encrypted comms to keep you up to speed and appraised of security's behaviour more than anything, which tracks with their surprise when you did go to help out. If, say, a third antagonist had bought encrypted comms earlier in the round for any purpose, then overheard you and the second antagonist talking, that too could be construed as a 'team up' and ticking the 'I know they're a traitor' box, when really your interaction with that third antagonist would have been minimal and wholly disconnected from your actions up to that point. When you're not even working together and your actions/objectives are miles apart, any team up organised over antag-only channels, such as encrypted comms, needs to be communicated in some way to non-antags in the round as part of build up/a story, is my stance on things. Encrypted comms on it's own isn't really sufficient, unless you've agreed to work towards the same objectives and you're both doing the same/very similar actions, and it's clearly communicated through these actions that 'Oh yeah, this is a joint-job with 2 people working against us' or whatever.
  10. This sounds fair enough then. The problem I had was you inserting yourself into this situation when there had been very little buildup/roleplay leading up to it, just the 5 minute 'Here's what I'm doing' and occasional updates over enc. comms to the point even the other antagonist wasn't really expecting your help. From the perspective of everyone else in the round, you appeared out of the blue shooting everyone, when before you weren't on anyone's radar, minus the intern because you had psionic-punched them. Arriving to a firefight makes things tricky, yeah, but I think with the lack of roleplay/build-up/story towards you inserting yourself into that situation, the best thing imo as someone who also plays traitor would've been to back off. You mention the hypothetical of breaking him out after his detention; that would have been fine because it's not a 0 to 100, it's not firing on everyone without any regard of their involvement/them being bystanders, and it establishes to everyone else in the round that you and the other traitor are working together. You didn't work together, you had different objectives, you just knew that they were also a traitor. I guess you were both using psionics, but with how the psionics were used they seemed more like a weapon/means to an end instead of something that was deliberate to connect you both as working together. I personally don't think it's a good enough reason to interevne on their behalf, but let's say it's enough to establish a team up between you two; you still didn't establish this team-up in anyway to other people in the round, there was no roleplay/story which connected you two. They got themself detained, you had ticked the box of saying 'We're traitors' to each other, so you used that to sprint over and shoot/nearly kill everyone involved or bystanding the arrest. I don't think it's enough, though maybe Garn will rule differently.
  11. The reason I opted to go with some kind of moderative action in the end is because the basis of this conversation to team up was a 5 minute 'What are we both doing?' exchange where you never actually agreed to do anything together, and instead do things separately. The other antagonist wasn't expecting you to help them and expressed some surprise in OOC channels when you did. Your actions and escalation that round were entirely independent from the other antagonists, and it was not communicated in any way - through actions or verbally - that you were working together. I also don't see encrypted comms as a token of working together, as pretty much every traitor with some experience buys the encrypted comms key, even if it's just to spy on Security/Command comms. In addition to this, your last action before running at the scene of arrest with the psionic pistol was punching an intern; there is no escalation of conflict, it was like, ten to one-hundred. Did you have a reason to go guns blasting? Yes, they were another psionic ally, which is fine. I do think this reason was retroactive on your part, as the primary reason you gave me was that you knew they were a traitor in the OOC sense. Was this reason conveyed to others in the round as part of the antagonist's role of storytelling? I would argue not. You near-killed several people and fired upon first responders even after all of security had disengaged, you later ran into Medical then began shooting surgeons. Did you make an effort to explore other avenues before resorting to killing, especially to bystanders? I would argue not. The reason I opted to go with a 3 day antagonist ban is because you have numerous notes or warnings on antagonist conduct over a period of months. At least 3 of these relate to escalation, others were in the same vein as not telling a story through antagonist actions. Going off note/warning history and my own experiences with you, there is very little/the bare minimum attempt of roleplay behind your actions and, while it's unfair to expect every someone's antagonist round to have an intricate story or amazing roleplay, often the case with your antagging is there is little attempt at a story and little effort at roleplay, with you viewing things more through the mechanical/fun lens - absolutely fine, when there's some effort put into a story behind it or the proper escalation/roleplay to go with it. Mass-shooting everyone you can see demands a lot more escalation/story than what you'd done.
  12. I asked to get this turned into a staff complaint given it more concerns my decision in a ticket, so I'll give my side of things now that's done. Addressing Loorey throughout this, much of what Comet said above is what I observed personally and then had quickly clarified to me in a ticket. They were unluckily caught out by Security quite early and were on the backfoot, attempted to take a hostage which didn't go to plan, then were trying to just flee. Your HoS ran after them and made us of the AI to bolt doors behind Comet as they fled; this backfired on you as you were then bolted into telecomms with Comet's fleeing ninja. That's enough justification for Comet to kill your HoS after you got locked into telecomms together. Comet mentioned it was accidental, but even purposely this would have been fine really. I can't have expected Comet to read your mind that you intended to pause the previous firefight and resume diplomacy and, in either case, conflict isn't an on/off switch that gets reset everytime someone chooses to dial things back. Neither was Comet expected to always make the second move and be reactionary to Command/Security; antagonists can make the first move against security, if they have a reason. So, going by the rules: Did Comet have a reason to kill your HoS? Yes, you were pursuing them after they attempted to pose as a captain/take a hostage. Had Comet been trying to generate some kind of story before resorting to combat/killing? Yes, they had a plan involving posing as a captain/XO, unfortunately it didn't go to plan. Being killed/removed from the rounds despite your wishes/expectations/sense of fun isn't a consideration; antagonists have enough to consider (rules, their ingame plan, etc) and it is impossible to cater to everyone player's sense of what is the 'right way to play antagonist' or what is fun. That was the basis behind my decision and me saying 'antagonists can execute security on-the-spot if they're in a fight'. Admittedly, I may not have taken the time to thoroughly explain the decision to you in the ticke.
  13. I do like this idea, however I think if we're to make these events regular, then it'd be a necessity to have a proper opposing force ship, instead of having what looks like something slapped together in 5 minutes lol. The current ship we've had used for shipcombat events ends up being held together with duct tape and BuildMode because it's so exceptionally easy for the ammo room to blow up, the helm consoles to be destroyed, and the event-running admins have to work overtime to replenish ammo, rejuvinate the opposing volunteers, etc, just to prevent the event ending too early. Shipcombat events really don't work without admin intervention as they are right now.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Radiation green lighting, and probably other coloured lighting, isn't visible.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
×
×
  • Create New...