
Jamini
Members-
Posts
774 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Jamini
-
Uh, Blue, no offense. I don't think Jauntla was manipulating Houssam onto the outpost at all. Quite the opposite, in fact. It was Jackboot who thought that the code words would protect him as if he was a traitor. To be fair, traitors do not need to work together. Even if Jauntla had heard the words (which she didn't, according to delta) she is by no means required to spare Houssam. The warning about going near her was quite clear. I really don't see how this was a gank by any means. That said. If Houss was alone taking him hostage with reaction-fire probably would have been wiser.
-
I've had good experiences on certain other servers that removed the default loyalty implants. Up too and including an ad-hoc mutiny/revolution round during a traitor round, sparked by the HOS and CMO. I personally would not feel the slightest twinge of regret or guilt to see loyalty implants for Cap/HOS go the way of the dodo. Oh right, having the Captain and the HOS implanted also blunts the fear and horror that one should probably be feeling with such a fundamental violation of human rights. Loyalty implants literally forcibly change your brain. Think about it for a second. If such an object existed in real life you could be forcibly implanted, and then be forced to brutally murder your loved ones and display their bodies in front of the nearest mall and not feel even the slightest twinge of guilt, at the most extreme level. While NT implants are not that extreme, they still alter your mind and are FUCKING TERRIFYING.
-
I, for one, always feel a jump of joy when Paul (and Conservan) join the round. Especially as Nasir. The two of you together are one of, if not the most, dependable pair in engineering. That said, I'd love if one or both of you pushed your backstories a bit more (or developed them if they aren't). It's tricky to get to know Paul as a person, rather than as a co-worker (Though I'm not blameless in this either. Rush rush rush...). Learning more about him would be fantastic! Some antaggery would be lovely to see from him too. I've never seen Paul as a traitor, and I feel like a bit of potential is wasted there.
-
So, I've been working with Witt on the redesign as moving departments needs to be done before we add atmos into the map. Right now we have two variations of the civilian sector being looked at (in the place where the bridge used to be). One keeps the central ring intact, the other will require a bit more work. With the ring: http://i.imgur.com/iEkow6j.png Without the ring: http://i.imgur.com/dS2r3CM.png I need to know which one folks would prefer. As well as any comments on layout. Thanks!
-
Type (e.g. Planet, Faction, System): A mid-sized republic within the core Sol Alliance worlds. Founding/Settlement Date (if applicable): 2091 Region of Space: On Europa, in orbit of Jupiter. Controlled by (if not a faction): The Sol Alliance. Other Snapshot information: An early, heavily corrupt, colony under the ice of Europa. Originally a small college and research settlement that rapid began expansion in 2188 that was only spurred during the subsequent wars. One of the largest exporters of O2, H20, and hydroponically-grown foodstuffs in the inner alliance. Contains the largest non-human population in the system (predominantly Tajaran). Hosts one of the most prestigeous genetic programs in all of Alliance territory, and produces the vast majority of cosmetic and practical Genentic modifications and Genetically improved crops. Massive criminal underworld. Long Description: http://piratepad.net/yeG2eRUcv9
-
((Those bounties seem very, very large. Remember, 50,000CR is a departmental budget. These are several TIMES that. It might be interesting to have it where you can only post bounties for other characters, instead of your own. It may make bounties feel more dynamic. Hell, we could even try a "personal funds" mechanics or something similar to limit them?))
-
Perhaps lower the blood costs for powers? Or provide vamps with more starter blood? Doesn't change the fact that they need blood to get going at all. Nor the fact that once a vamp is caught, the antagonist part of the round is over.
-
I use paperwork in engineering all the time.
-
Technically I think it's an "Oversight"?
-
I, personally, would like NT to be quite strong. Very nearly, but not quite, a sovereign nation of its own within the Sol Alliance. It is a megacorporation that spans several systems and should hold vast tracts of space. There are a few things I would personally like to see brought to the forefront with NT. 1. Distance Space is fucking ridiculously huge. Even with FTL, we are talking days-long trips between systems. While yes, I agree that NT should be subordinate and adhere to Sol Alliance laws, I feel that we really need to bring to the forefront the distance and isolation that space brings with it. Help should be rare. Emergency Teams from Odin/Central command should be expensive and difficult to get. Help from a Sol Alliance cruiser should be almost unheard-of. Calling in things that should be left to local government, such as executions and status reports, should be expensive and yield very little in-game. Folks who go into space should be self-reliant and with a fair bit of self-determination. Help should not be expected for situations and very rarely provided. If an emergency happens, you play the hand you are dealt with. 2. Corruption I do not think anyone will contest that Nanotrasen is supposed to be huge. Corporate, government, or something else, it's always been envisioned as a large organization. Crime and corruption should be notable, and it should be something that more law-abaiding characters need to work at to stamp out. All too often I see people say, "You wouldn't get away with that." or "You would never sneak that through Odin customs" or even "everyone who isn't a head would be searched at arrival." Things like that, accountability that relies on individuals... even in the real world all across our one tiny planet people do such things all the time. For every truck of cocaine or cannabis that the US authorities catch at the border, dozens more pass unmolested. People shoplift all the time. Every year we hear of dozens of politicians that are bribed or who lose face to scandal. Even recorded, convicted felons can occasionally land a good job that might require faking a background check. I want to see NT as more fallible. I want to see the cracks in an organization that is going through growing pains. I want to see people who, every day, fight that corruption tooth and nail. 3. Negotiation, Double Agents, and Intrigue Finally, I feel that in-game Nanotrasen as a whole and the players who represent it are far too... stiff... when it comes to upholding "the law". The station is expensive, likely worth more than the bulk of the people who work there. Yet far too often bomb threats are simply dismissed out of hand or thrown back in the face of the person who attempts them, often to catastrophic results. People who are traitors are often simply "bagged, tagged, and brought home." when, quite frankly, a more interesting story could be developed if the company and the players sought out the reason 'why'. I want to see traitors negotiate with security, selling out their companions and traitor organization to save their own hide. I want to see the brass look at a low-class thief or spy and say, "Make them work for us." I want to see corrupt officials and heads, who climbed the chain of command through sheer politics, irregardless of actual ability. I want to see plots in the background. I want to see conflicting command reports from two factions within Central command. Essentially, I want NT to feel large and organic. Right now it feels very sterile, and that is something that can be changed.
-
I do think everyone needs to step back a bit and take a deep breath here. Does Boka sometimes play Elena, who is established with a security/military background, as a front-line character? Yes. Does Boka do this often or unnecessarily? Not that I have seen. Elena will join in with security if they are understaffed, yes, but I've honestly not seen her step in unless security needed the help. Was Boka overstepping in this instance? Maybe. Was Boka justified in refusing to let the Head of Personal have a weapon? Yes. People do need to remember, playing captain is a difficult job. It is a fine line between lending aid to other departments, especially security, and taking suffocating control. I, personally, have not had issue with Elena's leadership style after many, many, many shifts working with her as her Chief Engineer. I find her much more palatable than at least one other captain (who I will not name), and overall I've found her a pleasure to work with. Perhaps it is because Boka very clearly plays Elena to her strengths (Which is predominantly security-focused) and allows me to run my own department. Perhaps I am entirely wrong in this instance, but thus far I have found Bokaza plays a very very good captain, and I do not see behavior in the player or character that would in any way warrant these complaints or attempts at white-list removal. I would strongly urge anyone here making this complaint, especially those who are on the command white-list, to play captain for a few rounds. It's a stressful, unforgiving role. One that I personally despise despite having been forced into it on multiple occasions. I've seen many players on both Aurora and elsewhere who were simply incapable of providing effective leadership. Bokaza/Elena are, to me, one of the few people who I can really respect out of character as my imaginary leader of my this imaginary game space station. There are exactly three other players/characters on that list, all of whom were from my years on Baystation and none of whom play anymore.
-
Some departments (*cough*engineering) lack a proper noticeboard and mulebot delivery locations. It would be nice to have some added in to the map. ' One place in particular I'd like to see a noticeboard would be just inside the engineering lobby door, to the right of the APC. A mulebot delivery location could be added into drone fabrication. That area is heavily under-used.
-
I'm... fairly sure that is impossible. You probably took a lot longer making spaceacillin than you thought or they had an acute or acute+ infection. Even going from mild++ to septic takes about fifteen/twenty minutes. Also, you should really have a stock of Spaceacillin (5-6 bottles. Not pills. Bottles. Pills are a crutch) made up if you have a character with chemistry training in medbay. Preparedness can often save people who otherwise would be unsavable.
-
Honestly, for a solo antagonist Vampires simply start out very, very weak. A combination of bugs with their stunning ability and difficulty avoiding notice makes them essentially feel like weaker, solo, changlings. Buffing up their numbers to ling levels might be appropriate. Both antagonist types can be terrifying with good amounts of their respective resource. The difficulty is attaining said resource.
-
A very, very old friend of Nasir's has rejoined the Rankov crew. Rafael Morris, Atmospheric Technician, Has (re)-joined the Rankov. Some time this week I may re-build the Aurora version of the Rankov in dreammaker. For visual reference.
-
Don't have much room left, but I could try. What's that, exactly? Some place, near a door, with supplies for EMTs: 1. A Crew Monitoring Computer with a few chairs (not stools please) 2. A small stack of rollerbeds, a few cryobags, and bodybag box 3. Possibly a place to put an oddy (not a charger, but a spot to just have an oddy rest) 4. A rack with two radios, crowbars, oxygen tanks, and flashlights (I'd also love one hardsuit there, but that isn't happening due to some silly belief that it would make medical too "easy", no idea why ...) 5. An AED or two. The little lounge area left of cryo could be a good spot for it. Open up the top and right side of that room, close off the lower half, and add in the equipment and it would be golden.
-
A thought, regarding infections. Why not have (maximum) infection level depend on the extent of the wound. Much like bleeding? I.E. Wounds < 10 damage - No/Minor infections only 10 - 30 damage - Minor++ infections at most 30-50 damage - Acute infections at most 50+ damage - Sepsis possible at most A wound going septic requires fairly severe damage, while lesser but nonlethal infections can happen from even tiny untreated wounds? Perhaps that would help curb infections?
-
BYOND Key: (This is your Byond Login/Ckey) Jamini Player Byond Key: (This is the Byond Login/Ckey of the player you are complaining) Kingmatt9 Reason for complaint: (State your reason for your complaint) Ganky, powergamy behavior as an antagonist Not only consumed, but proceeded to behead and hide multiple bodies in a rarely-accessed location (engineering maintenance). Completely locking those players out of the round and denying them any chance of revival. I've personally been spoken too before about removing players from the round in such a manner as a ling before, and I fail to see why this is any different. Approximate Date/Time: (The date and time of the incident. Date is more important but both are helpful) 4/5/2015, 7:30
-
Nerf infections, and Nerf natural healing together. Frankly, I shouldn't be able to shrug off a hard wrench blow to the back of the head by eating some raisins. Naturally healing is REALLY fast for minor wounds, and it shouldn't be. It used to be natural healing was very slow or non-existant, often requiring medical for all but the smallest injuries. This was an issue as wounds would not stop bleeding (resulting in death if untreated). Having small wounds stop bleeding, but not heal fully (perhaps having any wound over 6 damage only heal 50% over time) without treatment, might be a good compromise. While doing this, it may be best to include a medical wall kit in each department. (And please more painkillers in medical by default?)
-
Still haven't gotten much commentary on Nasir Khayyam. Would love to know both the good and the bad. Please, if you do hate him speak up! Hazeri Saakhat - I've only seen him a little, but every time I see him he never fails to entertain. That much speaks for itself.
-
BYOND Key: Jamini Character name: Nasir Khayyam Item name: Rankov Insulated Gloves (Modkit) Why is your character carrying said item to work? Nasir is a long-time engineer and owner/chief maintainer of his own ship. The gloves have been modified to include a watch gifted to him by a friend (Rukia), and bear the name of his ship on the back. Item function(s): Tajaran Insulated Gloves (Modkit). The gloves would have the watch check_time and point_at functions as well. Item description: A pair of insulated gloves fit for a Tajaran. 'IOV Rankov' is printed across the back. A watch has been fitted into the wrist of the right glove. Item appearance: A set of yellow gloves with a band around it. Additional comments: I would prefer to spawn with this as a modkit, rather than the item itself. Insulated gloves have a rather large advantage, so spawning with them is not a good thing. Plus I would like to be able to convert gloves even when not playing an engineer when if I gain access to them. I will happily code any mechanical bits myself. Assuming it's approved. Also, I would like these to not be convertible into stungloves.
-
I suspect most officers will just carry 3-4 mags. This will make resupplies much less frequent, not more.
-
Departmental Guards (aka camera watching simulator)
Jamini replied to fate/nermul's topic in Archive
A few added desks would be nice to have said communication stick a bit better. Demonstrably untrue. I've had a few different officers (about three times now) running as engineering guards. No access, but they had a desk out front and an encryption key on our radio. Every time I've passed I've seen them chatting with engineers, even Nasir Ha'kim (who is notorious for his hatred of security) I even had EJ and Nightmare both tell me over skype that they enjoyed that the officer on our channel was relaying non-confidential information regarding security's activities, much like I do as CE. It kept a lot of people who are regularly isolated more involved with the round. Completely untrue. While yes, it does divide sec up a little bit, a department guard is more than welcome to leave their post to respond to a nearby call. Not a single officer I had running with security was trapped or isolated, and on multiple occasions they responded just as any other security officer would. -
Leather Jackets (Bomber Jackets)