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Everything posted by NewOriginalSchwann
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I've had good interactions with Solis and Feufer, so I have no doubt they can both RP and do their departments. However I absolutely despise giving empty +1s, so I have a few questions for the positions. 1). How do you intend to handle the upcoming changes to medical as a CMO? 2). You are the CMO and it is a somewhat hectic round of vampire. You have a lot of patients on low blood and not enough O- to go around. You are fairly well-staffed with two pharmacists, a surgeon, a nurse, a paramedic, and a rescue robot. How do you manage this? 3). How would you handle an officer using excessive force on a detainee in an in-character manner? 4). A traitor purchases a central command update and it's absolutely absurd what they use it for. It's full of contradictions, misspellings, and weird orders. How do you respond to this as a head of staff? I look forward to your responses!
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Brutishcrab51's custom helmet application
NewOriginalSchwann replied to Brutishcrab51's topic in Completed Items
The sprites are good, and the item fits the character. It's a helmet, it protects your skull from impacts. This one just makes you look like a goon at times. I support it, and really have nothing else to add. -
Aticius' Lizardhead Application do not steal
NewOriginalSchwann replied to Aticius's topic in Whitelist Applications Archives
While I also understand it's kind of questionable for somebody with no characters to apply for a species, and understand it is ultimately up to the lore dev, I can vouch for Aticius being an exceptional roleplayer. They played one of the best (if not the best) unathi I interacted with on Baystation12, and have always gone to great lengths to play believable characters. I am both eager and excited to see their take on unathi in Aurora's setting. -
BYOND Key: neworiginalschwann Game ID: b35-a7bd Player Byond Key/Character name: Alvin Mildred Jaydon Lafortune Leila Alamuddin Genevieve Francois Staff involved: N/A - However, I was told Cnyam handled some things in-round. I am, however, uncertain what was done. As such, after consulting with my fellows, I have decided it is appropriate to make this complaint. Reason for complaint: In brief: aggressive ganking, powergaming, and horrific attitude in OOC resulted in a round that made me believe I was back on /tg/-Sybil rather than on Aurora. Several cultists displayed a pretty horrific attitude overall and poor respect of escalation overall. Jaydon Lafortune, in particular, was an egregious offender. I would like to, finally, state that this is not a salt complaint because the the antags won. Now, the long-hand complaint. This was a fairly low-population round, a bit after midnight Eastern Standard time. Security was pretty decently staffed compared to most other departments, and I late joined at around twenty or thirty minutes in. Twenty minutes later almost every member of security was dead from cultists or a cultist themselves, and fifteen minutes after that Nar’Sie was summoned and the game was over at 1:14:00-ish. So how in the name of heck did this all happen? The main strategy of Alvin Mildred was to stun talisman somebody with his starting cultist buddy then cuff, gag, and remove their headset before converting them. One cultist actually did lead-up RP to an attempted stun-cuff-gag-deheadset-convert but did it in plain view of security and got caught. The head of security managed to get a bit suspicious after two officers disappeared near Mildred, and told the AI to track him. This allowed us, the ISD, to catch him, one of his assistants, and eventually a third unrelated individual. We brought them to the brig for questioning, flashed and cuffed them, then one managed to break her cuffs and summon a sword and then all hell literally broke loose. At around 00:40 the brig turned into some kind of bizarre 2D version of the Fortnite: Battle Royale Halloween Special as cultists began destroying the hands of the three non-cult security members, a cadet got stunned and then gibbed, a reporter armed herself in order to desperately survive, and the ISD got completely wiped aside from cultists. Following this the cult basically had free fucking reign of the station and easy access to weaponry. Any resistance was crushed in an exceptionally horrendous manner: Jaydon Lafortune would run up, stun talisman them, and then drag them to a sacrifice rune. For those of us not familiar with the mechanics of cult, the sacrifice rune instantly gibs you. Persons I have spoken with say that Francois assisted in this, so I have named them in this in order to get their story. Having seen it utilized three times in a row by Lafortune, assisted by Francoise, I can assure the reader that this is fairly difficult to counter. The attitude of Lafortune's player in OOC following this did not help, as his attitude could be summarized as "cry about it." Alamuddin’s player was also involved in this absolute round-robin of an OOC fight, so I have named them here. In order to further explain this round I call to the stand the following witnesses: @BoryaTheSlayer @Wigglesworth Jones @Bear @Rosetango @Brutishcrab51 @HighAdmiral Memetastic Productions (I don't know if they have a forum account) Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation? I did not, no. Approximate Date/Time: 5 November, 2019 Additional Notes; I have the logs of the round, and can provide them if needed.
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Something as strong as the stun talisman has no place being as cheap as it is in a team antagonist. It's a one-hit stun that's long enough to cuff, gag, and de-headset a person with. It has absolutely no place in a game that's trying to move away from one-hit KO combat. Honestly, it has no place at all as it presently stands. A stun baton takes 3-4 hits to down somebody and this takes one (1) hit, then you're dragged off to a forcible D&D session as conceptualized by Chick Tracts (I mean you should have backup, but it's just going to result in the cultist bringing two instant-stun runes). Please wipe this accursed ability from the face of the Earth.
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Soultheif96's Command Application
NewOriginalSchwann replied to Soultheif96's topic in Whitelist Applications Archives
Hey just coming by to say Soulthief, despite having an odd name, is a pretty swell dude that plays interesting characters and RPs very well. I've been especially impressed with how he's integrated Sterben's demotion into the character. Definitely the kind of person we want to see in command again. I particularly want to see Copperfield suffering as captain again - he is always a pleasure to work with. Edit: Oh yeah +1 I guess. -
I want off the wild ninja ride Mister Geeves.
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IPC Species Maintainer - Niennab
NewOriginalSchwann replied to niennab's topic in Developer Applications Archives
Ah geez I missed this by a few days. NiennaB is, essentially, everything I want to see in a synthetic lore developer - they have passion, play a bunch of really good synthetics, and a a joy to interact with both inside and outside of rounds. Any questions I could have asked have already been answered, so I must be content with a simple +1. Best of luck with lore writing, should you be appointed! -
1). I want to expand the relationship between the Frontier Alliance and Dominia, particularly one is an expansionist imperialist faction of space pirates and the other is a target of expansion. Frontier worlds along the border of Dominia are an area I wish to explore, particularly the fact that these worlds have had to rapidly heavily militarize themselves over the past thirty or so year or be overtaken by Dominia. My preexisting work with Himeo kind of fits into this with its standing fleet, but I'd like to go closer to the proper Dominian Empire. 2). Certainly! I plan to make the Eridani contractor faction seen in-game into an actual organization that subcontracts from other PMCs, so you can be an Eridani Private Military Company contractor from N4NL Industries. I'll also echo every other lore developer by saying I'd love to see Eridanian augments fully ported into the game, and believe this would add to both suits and dregs. Finally, I'd like to add more Corporate slang and name a few cities on the surface of Oran. 3). I would tweak it along class lines between suits/corporates and dregs - suits have beautiful terraformed environments they live in that are kept secure by the military and police, while dregs wallow in pollution and immobility. This would both resolve this conflicting lore issue and make suits/dregs feel more different. This would also be a good chance to re-add tunnel runners as the individuals brave, or foolish, enough to live in the hyper-polluted areas.
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I do have some solid ideas, yes. Initially I'd like to expand upon Xanu before working my way outwards, so to speak. I intend to further emphasize the major cities of Xanu and add preserved battlefields to it as a reminder of the Interstellar War. Beyond that, I have a few vague ideas for planets in the frontier. I have, additionally, realized that I did not quote a singular person during my first post. As a result, I will be pinging everyone in this one, aside from Borya: @Coalf @Marlon Phoenix @Pegasus
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Matt please I am begging you to get these ported soon as I cannot go back to football heads and Homer Simpson.
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Coalf's Tajara Deputy Application
NewOriginalSchwann replied to Coalf's topic in Developer Applications Archives
I have nothing to add other than my support - Coalf is clearly passionate and has answered everything well so far. They're exactly the kind of person I want to see driving forward our catbeasts and their nightmarish civil war. -
These are all excellent questions, so thank you for taking the time to respond. My answers are below, in order of posting. Coalf: 1). On Human Bloat Humans are the most populous and most played species on our server. To me, it makes a lot of sense for them to have a multitude of options and I personally appreciate how diverse they can be within the same species. Somebody from Venus is completely different than somebody from New Hai Phong, or the frontier. In what lore I have written, I have attempted to counter human bloat to an extent by bringing in other races, such as the tajara on Himeo. 2). Worries on Choice This is a concern I have, but I will not let it stop me from writing lore. If there are a multitude of choices, you simply need to ensure that yours is unique compared to the others. In my eyes, adding more lore to the Frontier Alliance will make more people choose it as a point of origin. 3). Addressing Bloat While removing sub-factions is, in my eyes, an entirely valid option it is one I would like to avoid if at all possible. Removing factions removes player options, which is something I want to avoid as a lore developer, and tends to make people mad at the end of the day. Instead, I intend to follow the example of Kyres by better-organizing sub-factions on the wiki and lore as a whole. During his tenure as synthetic deputy, Kyres managed to turn an absolute tangle of wiki pages into a cohesive narrative - it is an example to be followed. As it stands, attempting to learn the politics of the Sol Alliance is an exercise in frustration. There is no reason we should not merge the pages together into one, like what Kyres did with synthetic factions. 4). Bloat Overall To an extent, bloat is an inevitable result of lore development. Some bloat is good, such as materials that flush out the world but have no impact in-game. This bloat has a purpose, it means something even if it's secondary. Nobody ever talks about the weird native animals of New Hai Phong, but they're there to give us a greater image of the planet. Some bloat is not so good, such as information that just seems to exist without a purpose. If I write a bunch about the election campaign of the current leader of the Sol Alliance it's neat, but ultimately serves no purpose. Jackboot: 1). How will your developments of the frontier alliance tie back to the station? Through the creation of new points of origin for players that are seen in characters on the station. In my eyes, there is no better way to bring lore onto the station than characters themselves. I can personally attest to this: I managed to get several players interested in Dominian lore through the creation of a certain character, and several characters from the Frontier Alliance were the original reason I turned my eye towards FA lore. 2). And do you consider Mars part of the frontier, with its rugged, individualist, practically anarchist spirit? Absolutely, positively not. The frontier is the frontier for a reason, its distance from the Alliance, and Mars is right next to Earth - the only place you could get further from the frontier is the Moon. There are, however, some shared traits between the two such as the individualist spirit, ruggedness, and opposition to the Sol Alliance. 3). What is the Frontier Alliance and its point? To me, the primary point of the Frontier Alliance is to provide an origin point with freedom for players, and to give us as lore developers a place to create interesting and unusual systems. Anything (within reason) is possible on the frontier. Planets built entirely underground, planets dotted in megacities, the off-world human fleets, totally alien environments, bizarre systems of government, and so on. I want to see the Frontier Alliance as a place where people have a solid base in lore in order to allow their creativity to run wild - to establish the Alliance as a more solid thing, but allow players to be as creative as ever on the frontier of humanity. A theme of the unknown, and the possibilities that can originate from said unknown. Comrade Vlad Borya 1). Other Interests? I am interested in Eridani and Dominia as factions, though those are both very well-developed (as are the other human factions). Corporate lore is something I am additionally interested in touching, though I would like to see more behind the scenes of lore development before doing anything with the established megacorporations. Particularly, I'd like to see something done with Einstein Engines instead of having it in a limbo of "maybe it's defunct" or "it's a Heph subsidiary now." 2). Most Irritating Thing ATLAS Apologies to Pegasus, but I have always found the timescale of Dominia to be a little short. I love Dominia and Dominian lore - it's a completely alien human faction and there's nothing like it - but the time scale doesn't really make sense to me when I think about it very hard. In 2437 these people were under the control of three different human governments, one of them a democracy, and now twenty-four years later they're an entirely different culture. I still love Dominian lore, but this keeps me up at night. It haunts me! Pegasus: 1). Where can we simplify human lore? As mentioned above, I think we can combine a lot of wiki pages on human lore, particularly the Sol Alliance. Furthermore, I'd like to see a page that lays out the relations between human factions (and non-human factions) in plain language. When I first joined the server a few months ago after reading a beginner's guide and some of the lore, I still had legitimately no idea why a frontier character was furious at me for mentioning I was from Sol. As such, I'd like to see an introductory page to lore designed, and the timeline of humanity page made more easily accessible as it is currently hidden beneath the human racial blurb on a totally unrelated page to the rest of human lore. 2). Is it worth it? If your lore is detailed but incoherent, it is not good lore. Lore should, even when it is a nightmarish 5,000 word essay about one planet, always be laid out in a very coherent narrative. As such I am always willing to sacrifice lore in depth for lore that is understood, though it is my belief that I can write both.
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Ckey/BYOND Username: neworiginalschwann Position Being Applied For: Human Lore Deputy Past Experiences/Knowledge: None in terms of the server, but I am a current graduate student pursuing a master of the arts degree. Therefore, I am able to write at an advanced level. I am, additionally, a native speaker of English. Examples of Past Work: The prime example of this is Himeo, which is currently up for canonization. From start to finish Himeo took roughly five days to write and two days to edit. Additional Comments: THE ESSAY The Frontier Alliance, and the frontier more generally, is easily the most interesting area of our lore. However, it is an underdeveloped one: the entire Frontier Alliance has one named planet, Xanu Prime, which means that every other named faction has more planets. This is an entity described as “[…] possibly the most populous entity in the Orion Spur,” by our wiki. As a result, most characters avoid the frontier and, if they are from it, are generally from a planet that they made up on their own time. There is more lore on the tajaran military than the Frontier Alliance, by sheer volume. New Hai Phong, a singular planet in the Sol Alliance, has more lore than the Frontier Alliance. There seem to be more stories about unathi pirates beating frontier dwellers silly then there are about the frontier itself. This is not what the current state of affairs should be regarding the Frontier Alliance – something needs to change. In this critique I will lay out my plan to expand upon the lore of the Frontier Alliance, and enhance the frontier’s lore more generally. The areas of expansion that, in my eyes, will benefit the frontier and the Frontier Alliance are listed below, in a bullet point fashion for ease of reference. Following this list, I will discuss my points in greater depth. 1. Expansion of existing frontier and Frontier Alliance lore. 2. More planets on the frontier that have a good amount of lore. 3. A further expansion of frontier and Frontier Alliance culture. The present lore of the frontier and Frontier Alliance is, as mentioned above, lacking. There is more lore on New Hai Phong, a singular planet in the Sol Alliance, than on the entire Frontier Alliance. This needs to change, but in a specific manner: to expand instead of rework. In order to do so I intend to start with the Frontier Alliance page itself: I will expand upon its history, linking in the Coalition of Colonies and the Interstellar War – showing how the Sol Alliance has engendered a mistrust between the frontier and itself that led to the largest war in human history. Society will also be expanded, and I intend to work with Borya in order to expand upon the “shared culture” of the frontier – i.e. holidays. Politics is, as it stands, barely a few paragraphs that leaves a variety of questions. How do these parties get their power, anyways? With is a party of Max Stirner anarchists one of the largest political parties in the Frontier Alliance? I don’t know, as it has not been explained at all. The sky is the limit with the Frontier Alliance, and we need to reach towards that sky rather than simply remaining where we are presently. But what of lore expansions? The Frontier Alliance (and the entire frontier, as an extension) has one planet with 194 words describing it. Here are some things with more lore, by word count, than Xanu: S’Mara (when combined with photograph caption), the Idris family, the environment of New Hai Phong (over twice as long), Hma-trra Zivr (Adhomaian Glacial Worm), the Firebrand Summit, etc. I could go on, but the point has been made thoroughly enough. The first step of expanding the origin points for the frontier and Frontier Alliance will be an expansion of Xanu, then the addition of more origin points. The gold standard for new planets should be New Hai Phong, and I have met this standard through my work on Himeo. I intend to keep this standard, if not this pace, throughout my work on the frontier. Having one planet of origin on the entire frontier is not only a lore issue, it deprives our players of options. Frontier culture is somewhat hard to define, due to not much being written on it and the size of the frontier itself. I intent to work with my fellow lore developers to create more of a culture, but not to create a definitive culture that supersedes player freedom. The great part of the frontier is that you can do whatever you desire with it, and that should be left alone. However, we should have more to work off of as developers and as players. Holidays are great for this as it would be a concept that frontier characters can unite on, but not an overbearing thing that every frontier character must adhere to. Finally, I would like to answer a question that will likely come up: do you intend to do anything other than write about the frontier? I do, and I am particularly interested in Eridanian and Dominian lore, as well as Elyra – all three are excellently designed factions so far, and should be expanded upon. All in all, the frontier and Frontier Alliance can only benefit from being expanded upon, and I eagerly look forward to writing on these factions.
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Was my fellow command member as Fish King Dol Qotav (I was Hypatia, CMO). Had a lot on his plate and handled it very well from my perspective, and kept checking to see if medical was doing okay despite being understaffed. Didn't once insult me for being a synthetic, either! Great at PR! I rate Fish King as a good head of personnel that's able to handle bad situations effectively, and would love to work alongside him more.
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Msizi Djikstra's Stellar Robes + Symbolic Belt
NewOriginalSchwann replied to Happy_Fox's topic in Completed Items
Good sprites, good character, good lore. I always want to see more Scarabs, and this will definitely help the character be more unique. The clothes make the (space)man, after all. This has my full support. -
[Accepted]MattAtlas' IPC Application
NewOriginalSchwann replied to MattAtlas's topic in Whitelist Applications Archives
Walter. I've known Matt for, give or take, half a year now and have always been impressed with his characters (despite his anime avatars). He's a certified cool guy and I enjoy playing with him despite his third world time zone as a result of riding in some place in West Africa called "Eetaly" or something. I'm an American, I don't understand geography okay? This application gets my support due to playing a mostly untouched subset of the "species," sold enough answers, and my own trust in Matt to not play an oddly emotional robot. Please do not abuse this +1 by making an emotional female shell and enjoy having to scavenge for suit coolers and the abuse you get from the rest of the crew, you rustbucket. -
Type (e.g. Planet, Faction, System): Frontier Alliance planet Describe this proposal in a single sentence (12 word maximum): Hephaestus drops colony on planet, colony deals with their hell planet. How will this be reflected on-station?: It adds a new planet of origin for Frontier Alliance characters, particularly those involved in engineering or mining. It also expands upon the involvement of the Technoconglomerate and Scarabs in the Frontier Alliance. Does this faction/etc do anything not achieved by what already exists?: It adds in new backstory possibilities for Frontier Alliance characters, including those from the offworlder fleets. It also adds in more lore regarding humanity’s early colonization efforts of the frontier, and the outbreak of the Interstellar War. Why should this be given to lore developers rather than remain player created lore?: It is a new contribution to the Frontier Alliance, an area we are currently attempting to expand upon in our lore. Do you understand that if this is submitted, you are signing it away to the lore team, and that it's possible that it will change over time in ways that you may not forsee?: Yes. Long Description: oh boy Timeline is in the spoiler below, due its size. Overview: Himeo (Hephaestus Industries Mineral Extraction Operation) is an economic powerhouse of the Frontier Alliance originally founded as a mineral extraction operation by Hephaestus Industries in the 2200s. The largest city, and arguable capital of Himeo, is Magnitogorsk – a sprawling underground city built beneath the landing site HBF/CS Magnitogorsk after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in Xanu. The primary language of Himeo, unlike much of the Frontier Alliance, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himeo Common” that has integrated vocabulary from Freespeak, and features a distinctive accent (imagine the divide between Dutch/Afrikaans). Environment: The surface environment of Himeo is extremely harsh at the best of times. While it features an easily breathable atmosphere, distances from its star means that Himeo is quite cold at the best of times: temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo with high-speed winds. Himeo has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months. The extreme weather of Himeo has necessitated an atypical method of construction on the colony: everything is built either underground or sunken into the ground. The pressure and gravity on Himeo are similar to Earth, due to their comparable sizes. Days on Himeo are 30 hours long, and years are 15 Terran months. Architecture and Construction: The architecture of Himeo is very distinctive and is essentially unique to Himeo, though other architects have copied the planet’s techniques for building underground. The major settlements of Himeo are all built belowground due to the environment of Himeo itself, and feature a variety of unusual design elements as a result. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. Some major tunnels on Himeo can be several hundred feet in diameter, with so-called “Himeo Skyscrapers” on either side of the tunnel – generally large apartments or governmental buildings, along with larger manufacturing centers. A typical residential tunnel in an underground city tends to have a clearance of around twenty feet, to allow for rail traffic. Light is a constant issue in the tunnels below Himeo, and many areas feature slightly dim lighting conditions. As such, many citizens of Himeo suffer from light sensitivity to varying degrees. Cities on Himeo, as a result, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock by the individual city’s Civil Atmospherics Service (CAS). Air is brought in from the surface, heated in massive steamers, and then pumped throughout the underground settlements. Atmospheric technicians trained by the Civil Atmospherics Service are regarded as being valuable hires, but are generally rare: the C.A.S. pays well and more hires are lifelong, assuming major issues do not emerge with the employee. As a result of their underground existence, fuel-burning generators or machines are looked upon poorly in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities. More municipal rail lines connect districts within a city to one another, and industrial areas outside the city to facilities within the city. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they snake their way to the surface. All cities on Himeo are connected by this exceedingly complicated and very well-developed rail network, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind shield. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. The tallest buildings on the surface are, generally, shuttle port traffic control towers – sturdy buildings that can reach the impressive height (for Himeo) of three stories, and almost four stories if one considers the electronic equipment atop the towers. The shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. These wind gates are extremely heavy and, interestingly, feature heating coils beneath their surface to avoid freezing in Himeo’s infamously bad weather. In order to better communicate with incoming pilots wind gates feature high-visibility lights that change color from red to orange when opening, and produce a loud claxon when in the process of opening. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles that keep themselves low to the ground to avoid tipping over in the wind. A plow is absolutely necessary for vehicles, as snowdrifts can reach to multiple meters in height. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo. Large tracked vehicles featuring repurposed shuttle engines are sometimes used by the government to clear snow drifts from aboveground complexes. These vehicles are generally known as “howlers” by their crews due to the extreme amount of noise and heat they produce during operation. A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. The drills and tunneling machines typically fall under the authority of their individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them. Population and Major Cities: The population of Himeo stands at roughly 1.5 billion citizens on the planet and 200 million in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. The most populous and oldest of these urban centers are the cities that emerged from the four original colony ships: Magnitogorsk, Highland City, Cannington, and Kiruna. Of these cities Kiruna is generally seen as the governmental and education center, Cannington as an industrial center, Highland City as a major off-world port due to its location, and Magnitogorsk retains the largest population of any city on the planet. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life on Himeo, with the proximity of the Techno-Conglomerate leading to a higher number of free IPCs in Himeo and its affiliated systems. Magnitogorsk: The largest of all cities on Himeo, Magnitogorsk is home to almost everything one could hope for. The city features a booming ore processing industry famous for its high-quality produces, and is hope to the largest theater on Himeo. Magnitogorsk is where the headquarters of the Civil Rail Agency is located, and features a massive underground rail depot built into a natural cave. Highland City: Home to Himeo’s largest interstellar port, Highland City has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather, and provides exceptional mineral wealth. Highland City’s location on these comparatively temperate plains means that it features more shuttle ports than any other city on Himeo, and features a port capable of receiving frigate-sized vessels. Cannington: A major industrial center on Himeo, Cannington features expansive mines in and around itself that produce a significant amount of the mineral wealth the planet is known for. Streets in Cannington are generally a bit less well-organized than other cities as the city tends to rely more on pre-existing mineshafts for municipal development, rather than digging new tunnels. As a result, many districts in Cannington have been described as “somewhat confusing,” to navigate by foreigners. Kiruna: The center of government and academic life on Himeo, Kiruna is renowned for its academies and longstanding tradition of civil service. Most government agencies have their headquarters within the city, particularly along the Street of Himeo’s People – a major tunnel full of government structures along its length that features a rare sight on Himeo: Terran flora. Danzig Station: An old, outdated, and entirely functional spaceborne processing facility that now serves as the main hub of trade in Himeo, and the dockyard of its fleet. Danzig Station has a population of roughly 200,000 with a mix between off-world humans, baseline humans, and some rare aliens. The station itself has been slowly expanded over the centuries, and now finds itself the home of Himeo’s admiralty. Clothing: Clothing on Himeo is, by demand, practical and extremely rugged – clothing designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. The roots of many miners in Scandinavia and the Soviet Union are reflected in their fashion – synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Despite this semi-discriminatory name, Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many citizens of Himeo make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – tajaran peacoats with reflective PRA flags are common amongst certain immigrants. Society: The society of Himeo is, by requirement, one that is very tightly-knit. Citizens grow up in close proximity to one another and depend on one another for support in the dim tunnels beneath Himeo. One’s culture of origin – at least, amongst the original settlers and their descendants – is largely irrelevant in the face of adversity within a city. However, due to distance, the cities have developed slightly different cultures: those from Highland City are seen as more open and welcoming, those from Kiruna are seen as intellectuals, those from Cannington are seen as hard workers, those from Danzig Station are seen as resourceful and somewhat strange by other citizens (due to their requirement for more light), and those from Magnitogorsk are seen as the “average” citizen of Himeo. Off-world humans are a common sight and typically originate from either the Scarab Fleet or Techno-Conglomerate, though minor fleets and unaffiliated offworlders are a common enough sight. Aliens are relative newcomers to the planet compared to their human counterparts, and have adapted to varying degrees. Tajara have found success on the frigid planet due to their tolerance of the cold, though many remain in their own districts. However, these districts can be found throughout major cities in Himeo. Skrell are generally a rare sight on Himeo, but most can be found in Highland City or Kiruna. Religion on Himeo is, more often than not, a secondary matter. Most citizens are atheist or agnostic, though there is a notable population of Christians and a limited amount of other human faiths. A few religious institutions belonging to other species can be found in Highland City, though generally not outside of foreign districts. Cannington, as a major center of Zhan-Khazan populations on Himeo, also has several tajaran religious institutions. Cuisine: The traditional cuisine of Himeo is very sparse. The traditional diet of a Himeo resident was primarily composed of plants until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining is, after all, intensive work that requires a lot of calories. Education: Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. Himeo is famous for its ability to produce talented civil servants, doctors, engineers, and atmospheric technicians. However, most of these individuals remain on Himeo – due to the lack of a corporate presence in the system, graduates of municipal universities are rarely immediately hired. Primary education generally instructs students in Ceti Basic in addition to Himeo Common, meaning that most citizens of Himeo are well prepared to communicate with others if they leave the planet. Freespeak is another commonly taught language, though it is de-emphasized due to the similarities between Himeo Common and Freespeak – the languages are, generally, mutually understandable. Military: As a member of the Frontier Alliance, Himeo fields its own navy and military forces. The fleet of Himeo is the Himeo Defensive Fleet (HDF), with vessels being referred to as Himeo Defensive Vessel(s) (HDV). The fleet is headquarted on Danzig Station, and its current flagship is the HDV Norilsk, a Hephaestus Industries-produced cruiser that accompanied the original colonists that has been slowly retrofitted and improved over the years. The HDV currently fields 30 vessels, though most of these are non-warp capable local patrol vessels. The HDV can actively project a strength of roughly ten vessels, including five military-grade vessels: the three original Hephaestus Industries vessels (a cruiser and two frigates), and two captured Sol Alliance naval vessels dating back to the Interstellar War (a missile corvette and destroyer leader). Most of the remaining ships are former civilian cargo vessels retrofitted to be “Himeo corvettes” – cargo ships with enough armor, guns, and engine strength to serve as improvised ships of the line. The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis. Magnitogorsk possesses the largest Planetary Guard division, and all sworn to defend one another in the event of an invasion. An invading force assaulting Himeo would face extremely difficult odds, due to the underground nature of the cities themselves giving an extraordinary home advantage to the forces of the Planetary Guard. Due to the environment of the caves, most Planetary Guard soldiers are defined as “rail infantry” – units that are transported along the significant rail lines beneath Himeo’s surface. Motorized vehicles are uncommon due to the underground environments of the cities, and shotguns are common weapons in the hands of Planetary Guard soldiers. The arrival of tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, with M’sai and Zhan-Khazan tajara often seen caring for them. Government: The government of Himeo is, to external observers, a somewhat odd one. Himeo is a direct democracy in which the planetary leader, termed the First Speaker, is elected by pure majority vote for a maximum of two five year terms (barring emergencies such as war) and answers directly to Himeo’s citizenry. The First Speaker is assisted by the Council of Representatives – officials elected at a rate of one per city, orbital facility, ship, or other facility over 10,000 citizens. These Representatives answer directly to the citizens of where they were elected. In order to pass legislation impacting all of Himeo, it must pass a majority vote by all citizens of the planet. Legislation only impacting a certain area only needs a majority vote from that area: i.e., if legislation would solely impact Danzig Station, only Danzig Station votes on it. The cities, towns, and stations of Himeo directly elect their majors and representative, with the ships of Himeo electing a representative to the city they work the closest with (generally Highland City or Danzig Station). Foreign Representatives of Himeo are appointed at a rate of one per municipality over 100,000 citizens, and serve on the Council of Foreign Representatives. The CoFR follows the same manner of legislation passing that the CoR follows. The CoFR is however, due to its foreign diplomacy nature, more independent than the CoR. Foreign Representatives answer directly to the citizenry of the municipality that elected them, but receive their orders from the First Speaker. Visa: · Unlike most planets in Frontier Alliance space, visitors must register with the Department of Foreign Affairs before they are allowed onto the planet. · Corporate-sponsored entities are universally denied entry as per the rulings of the Council of Representatives. Department of Foreign Affairs officers that deliberately allow a corporate-sponsored entity into Himeo are liable to lose their job and be fined. · Work or travel visas are free, and allowed for upwards of ten years before renewal. · Dominians are not allowed in Himeo’s space. Citizenship: · Planetary citizenship on Himeo requires an application fee of 50 Credits for most species, 25 Credits for tajara. · Must pass a background check. · Must swear loyalty to Himeo and the Frontier Alliance in a formal ceremony. · Must reside on Himeo for two months out of the year for five years. · If Dominian or Izweki, not allowed to apply for planetary citizenship. Characters from Himeo are Likely to: · Have light sensitivity. · Have worked in mining, or a related industry. · Be loyal to their coworkers. · Have a distrust of Hephaestus Industries.
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Borya is a very good roleplay and what I would define as a pretty cool guy if asked. I honestly cannot recall a single bad experience with one of their characters and have greatly enjoyed my interactions with Borya both on the server and outside of it, despite the fact that Borya lives in Novosibirsk or Blizzardograd or some other city with a giant statue of Lenin in front of every building more important than a McDonald's. Maybe they have the Lenin statues in front of McDonald's. I don't know, I don't live in the Russian Federation. Borya, please help. I am confused. Anyways, I'm supposed to be talking about roleplay. I'm eager to see Borya tackle the medical department, and rapidly start going grey during the course of that, and we could always use more consular officers that are not either from Sol or played one time and then forgotten. Really Swell Gamer (RSG); Big +1
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Hello, I'm here to support this suggestion in its entirety. Today I shot a man in the head (with .38 rounds) six times and he didn't even collapse into crit, or even start stammering. As a malformed caveman that craves human suffering frequent security player, I want combat to feel dangerous and maybe die. Taking a bullet to the head should cause a significant amount of damage, assuming you aren't wearing any armor. You shouldn't be standing up perfectly fine after taking three .38 bullets to the cranium, and the fact you can do so really cheapens the thrill of the (valid) hunt versus the bad men.