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Jamini

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  1. Be mindful that the systems you are suggesting will probably drastically increase roundstart lag.
  2. Greetings folks! This is the centralized IC thread for the passengers, friends, contractors, and visitors to the IOV Rankov, a small corvette that Khayyam built/owns. Anyone who was invited, or wishes to be involved with the adventures of the Rankov can feel freely post IC and OOC notices here! If you have a character that might be interested in joining this merry band of misfits, feel free to post as well and look for Khayyam in-game to ask about it. What is the IOV Rankov? The Rankov is a power ship, which specializes in emergency restoration, fleet powering, towing, and field repairs of other vessels and habitats in Tau Ceti space. We do charge for our services, but the cost is not expensive and certainly better than slow suffocation. The Rankov is equipped with a handful of small "hopper" bluespace drives, not unlike those found on shuttles, and has a supermatter core. Generally this is run at very low power (0-4 emitter hits) unless the Rankov is "jump starting" another ship or station. The Rankov is lightly armed, but quite agile for a ship of its size and type. It has a high-end bluespace "chaff" system recently installed for evading warheads. IOV Rankov is registered with the Sol Alliance and Nanotrasen. The Rankov has a maximum compliment of eight crew, and can be operated by as few as two. (At least one must be a supermatter-trained engineer, and at least one trained pilot). While more can come aboard, there simply aren't enough bunks nor enough space on the corvette for more to stay in the long term. Historically the Rankov's crew has been predominantly off-duty engineers, though some civilians and doctors have been in residence there as well. Nasir does not normally charge rent to crew, so long as they are willing to work when the Rankov has a job. Affiliates of the IOV Rankov Current Crew Manifest 1. Owner, Engineer - Nasir Khayyam 2. Primary Pilot - Rash'hed Khayyam-Eil 3. Engineering - Aquila (IPC) 4. Security Specialist - Katana (IPC) 5. Engineering - Haligan (IPC) 6. Atmospheric Specialist - Rafael Morris (Human) 7. 8. Affiliates and regular visitors 1. Nasir Ha'kim - Honorary crew member. 2. Sirasairot Uaekis - Honorary crew member 3. Leah Connerly - Honorary crew member 4. Ana Ro'hit'tin - Honorary crew member 5. Fai Sinsa - Friend 6. Travis Davis - Friend 7. Dmytro Koschoviy - Friend Investors 1. Elena Raschnikova (33% Profit Shares) Reoccurring Contracts 1. Houssam Jawdat - Cargo Hauling Contract. (Biesel, Tau Ceti - Europa, Jupiter) 2. 3.
  3. Khayyam did indeed get get Telecomms up. Someone else got the PDA system up after I got the array working on-station. There was actually a rather humorous situation on the sattalite as Ha'kim walked in on Khayyam, and the latter asked if Ha'kim had a bounce radio and threw one them. A HoP wanting to demote an underage but useful engineer is a tricky situation. For the shift in question I would accept the demotion, but request they keep their access and be made an Engineering Apprentice. I would not accept them being made a plain assistant, nor would I accept them being removed from my department barring actions that violate corporate regulations or SOP. They joined as an engineer, they will be able to be an engineer. I'd probably have myself or a senior engineer run with them to confirm they are indeed competent, and try to and set them up in a training or schooling program so that they can get their degree. Nasir knows what it is like to work his way up through the ranks and he does not throw away talent, but he follows procedure. Procedures exist for a reason, and ignoring them is something only done in a dire emergency. Tahan isn't Khayyam. They are separate characters who look almost identical. I simply keep the name of the operative persistent, mostly for my own sake. Tahan is, essentially, the evil doppelganger of Nasir, and they do share skillsets. My EMT character also has a similar nukeop doppelganger.
  4. ~@WireProphet Paid his berth fee for Rankov today. Brought Leah over to replace some old pipes on ship. Can do it himself, but company is nice. #engineeringislove , #engineeringislife Nasir Khayyam ~@WireProphet Aquila should be getting a new body soon. Offered her a room on Rankov to house it in TC. Company is nice. #engineeringislove , #engineeringislife Nasir Khayyam ~@WireProphet His first hearing starts today to end suspension. Wish him luck! Nasir Khayyam
  5. This is a tiny, tiny, very cosmetic idea for IPCs. I feel they should gain access to the *beep and *buzz emotes, complete with the sound. Why? 1. They are synthetics, clear synthetics. 2. Beeping and buzzing is pretty damn awesome. 3. Drones have the beep boops, IPCs should too! Your thoughts?
  6. Something like that was done on bay a year ago when they remapped into the hospital-styled medbay. It's one of the reasons I absolutely loathe that layout and made a friend of mine who plays as a doctor/CMO outright quit. Flow is very, very, very important in medbay. I'm loathe to consider changing an emergency care area to an office for that reason.
  7. BYOND key: Jamini Character names: Nasir Khayyam, Edwin Atweeke, Blake Matthews How long have you been playing on Aurora?: About a week. I've been playing quite heavily however Why do you wish to be on the whitelist?: I'd like to be on the whitelist for a few reasons: 1. Aurora has a general lack of head of staff characters, in part because of your whitelist (which I understand and support!), which can be a rather severe bottleneck for many, many things. Most notable is the lack of CMO and CE characters in off-hours, who are fairly vital positions on the station. 1b. As a corollary to 1, it's fairly rare to see an Acting head of staff assigned by the acting captain. Sometimes bringing departments to an entire standstill due to lack of initiative/leadership. 2. I've played as a Chief Engineer elsewhere for about two years consistently, and I enjoy the position. I've been outright told I'm good at herding cats managing and I'd like to try and do so here. I've been promoted once to Acing CE (though I belive the captain was confused, as Ha'kim has joined as CE just before the promotion) and managed to organize engineering to take out a particularly tough biomass with an emitter array in a larger round. 3. My main character is, historically, a chief engineer. I've been playing him as on suspension since I've come here, and I'd like to get that off. 4. I'm, OOCly, probably one of the more/most knowledgeable players about SS13 mechanics, especially engineering. I've already rebuilt telecomms for the station, complete with channels, from scratch and I have a lot of experience with mapping, atmos, power... pretty much everything. If something can be modified or fixed, I've probably modified or fixed it. If I can't, I will learn how to do so. Why did you come to Aurora?: I left Baystation after a disagreement with a new policy in place by the administration there which prevented me from playing my character. As well as a few other reasons. I tried Aurora on the suggestion of a few friends a few months ago, and have found myself enjoying the server. Have you read the BS12 wiki on the head roles you plan on playing?: Of course. I've actually contributed to some of the guides on that page. Once it was vandalized with Khayyam's picture instead of the stock human CE one, back when Baystation had "catgineering". Please provide well articulated and argumented answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplay is, at its heart, interaction between two or more people. To even start role-playing you need to get people in contact, talking, and acting. Beyond that Roleplay is an opportunity to explore a personality or mindset that one would not normally consider and to see the fallout thearof. In the context of a game like this, Roleplay is the spice and seasoning that makes something (in this case, a game) that is fairly bland interesting and engaging. What do you think the OOC purpose of a Head of Staff is, ingame?: Heads of staff, OOCly, are there to act as a cohesive force for the varied players of a department. They are an obstacle and the glue that both holds excessive players in check, and brings the out the less involved players to participate fully in the round. They exist to get other players into a conflict or story, and to help move it along. They are the primary link between departments, and are organizers of their own department. They are targets for antagonists and, if played well, the rock that keeps the players in their care from falling apart. Essentially, OOCly Heads of Staff are gameplay and roleplay facilitators. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Players on a whitelist are held to a higher standard, as they are the visible face of a server. Those that apply for any whitelist are applying to be seen as OOC server leaders, be they play as aliens, heads, or other things (duty officers, moderators). Whitelisted players should know the rules and SOP of the server they are on by heart, and should not be seen violating rules or directly harming the play of others, as it reflects badly on the group as a whole. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Nasir Khayyam Character age: 35 Please provide a short biography of this character (approx 2 paragraphs): Born to Rashad Khayyam and Na'ima Khayyam-Hadii, Nasir is the product of an arrange marriage between the rebel leadership and the remaining Tajaran nobility still in power, primarily as a ploy by the Hadii to cement their status and influence in the post-revolution Ahdomai. From a young age he was explicitly groomed for a political career, and given the best education that his parents could afford. Unfortunately, as time progressed he proved to have little to no talant law and politics and repeatedly failed out of several secondary schools in rapid succession. In a fit of desperation, and under threat of censure by the Hadii side of his family, he was ordered to pick and complete a degree. He chose the furthest school he could from Ahdomai that would accept a Tajaran, Hadar Technical Institute. Nasir did not do well when starting school. His common was distressingly sub-par, even for a Tajaran, and there were no other Tajaran at the institute to help him along. Instead he was befriended by a Xeno-friendly human partway through his first year. They quickly became friends and roomates, and much later romantically involved. With the help of his human friend Nasir successfully was able to successfully, if barely, pass his classes at Hadar. As the years passed, it became increasingly apparent that his relationship with his roomate was a one-sided affair. When Nasir attempted to take an internship with Nanotrasen for graduation credit his roomate quite literally tied him down and forced themselves on Nasir in an attempt to prevent them from leaving. The culprit was quickly discovered, arrested, and charged with sexual assault and kidnapping. The assault and betrayal of trust drove Nasir to near-suicide on multiple occasions. During his internship, and later employment with Nanotrasen Nasir fared admirably despite his mental health problems. His linguistic skills have improved greatly, though his accent remains exceedingly heavy, and he proved to be a competent structural and electrical engineer on-board the NSS-Lumen, and later branched into atmospherics and engine construction and operation. Due to crew shortages in the engineering department on said station, he was promoted to acting chief engineer several times in his stint there, and eventually given provisional CE status. During his years with Nanotrasen he has shown exemplary loyalty to the corporation, and an utter determination to get things done even at cost of his own life and limb. He has been an active participant and planner for the construction of two small Nanotrasen-affiliated stations and one ship during his tenure. Approximately three months ago, the NSS-Lumen was scuttled in an emergency procedure. As the CE on duty at the time, he has been placed under a temporary suspension from command, pending investigation, and reassigned to the NSS-Aurora. What do you like about this character?: Despite his wealthy upbringing, Nasir is humble. He doesn't like power or wealth. His accomplishments have been entirely on his own merit. That said, he is proud of his ability in the field. Nasir is ridiculously loyal, to both the people he works with as well as the corporation. He actively avoids straying from regulation (most times) and does his best even when a situation has gone far out of control. What do you dislike about this character?: For one, he does not play as an antagonist except as his nukeop Alter-Ego, a wizard, or changling (Ahri Tahan/Prophet). He has background reasons to have antagonist roles disabled, and I do not intend to re-enable them. Often if I roll an antagonist as him due to lack of antagonists, I'll request to have it removed. He is fairly established, backstory-wise, and can be tricky to get involved in new things. I've actively been attempting to counter this, but it's still an ongoing process. His husband and many of his old friends are not here. Making new friends is hard. Do you think this character is fit to be a Head of Staff?: Yes, indubitably. Why?: Well, he's been a very long-term head of staff on other servers for one. He was quite literally the only remaining Tajaran head of staff on B12 before a certain administrator completely prohibited Tajaran from playing head roles, and was a fixture in engineering there for quite some time. He is extremely qualified in most fields in engineering, including telecommunications. He does not (generally) stray from regulations, and was well known for being paperwork/accountability-heavy. I literally jumped for joy when I saw you had a paperwork database in your request consoles here, as I didn't need to break out my notepad files with paperwork on them for here! As for leadership... people listen to him, at least most times. He tries to make sure his orders that make sense, and keeps in communication with his team no matter what role he is in. He keeps his team updated and apprised of the situation, especially when things are going south, and rarely loses his cool or allows himself to be distracted by side concerns when dealing with emergencies. As he recently told Ziva, "Focus on one thing at time. We can fix that (the incinerator) later." Please provide well articulated and argumented answers to the following questions. How would you rate your own roleplaying?: Rating ones own role-playing ability is extremely difficult. I make every effort to roleplay out my actions, even trivial ones, unless the situation calls for a fast response (such as a critical patient, or an engine overload/release). I'm not afraid of interpersonal conflict, and I enjoy playing characters of a vast array of competency and backgrounds. When push comes to shove I may occasionally forgo roleplay occasionally to ensure that another player can remain in the round/have fun, but that is often a conscious choice on my part to keep others involved. As a head of staff, I make particular effort to keep my department moving and talking. Keeping other players involved is important, so very very important. Extra notes: I'm aware I still have not been on Aurora long, and that will factor into this application. However, I do think I've managed to get a good grasp of your server here and I enjoy playing here enough to want to continue doing so. I'm aware some of you may feel that bringing in a character with a background like Nasir's was an obvious ploy at CE even from the outset. It was. I'm not going to even hide it. He's been my Chief Engineer character for a long time now, and I'd like to play him in that capacity. I've played as a CE on him for a very long time, and your policy on Tajaran head of staff was a direct reason why I came here over other HRP servers. I'd also like to see more heads of staff online on Aurora at all, as often you have 8-12 players and a single captain to lead them all. I'd like to see that changed, especially in lower population rounds. If this is approved, you would have a player who plays EXTREMELY often to fill one of the five very vital roles on the station.
  8. Forcing people into things they don't ready set up for? A definite no from me, because of this http://aurorastation.org/wiki/index.php?title=NanoTrasen_Occupation_Qualifications If your department is overstaffed, accept it and find something to do. There is never a shortage of work, and complaining because one job of many is done by another is a very weak attitude to take. Engine Techs can still build/modify/repair things. There is a supermatter core setup on the engineering outpost, and plenty of improvements that can be done to increase the output of the singularity engine itself (even while on). Not to mention shielding you can build etc. Saying "My job is done" when you have a literal sandbox to play in is little more than an excuse to complain
  9. May as well ask for opinions on Nasir. To clarify, I mean Nasir Khayyam, NOT Nasir Ha'kim. The white cat, not black.
  10. Differences of opinion I suppose. You're the head dev, it's trivial to change regardless. I'll have a revised image up as soon as I can. Still happily looking for any other suggestions folks might like to see in this, or opinions about it.
  11. Jamini

    Bridge/AI updates

    Looking at the picture: That is really way too close to sec! Way way too close! I'd suggest an entirely different area for the AI please! The rest looks quite smexy though. Cap's office, meeting room, teleporter all look /fantastic/. Asthetically I'd like it if the HOP's door was moved down a bit and made into a double even with the entry door to that area, then the whole "snack/break room" area of the bridge separated off and given a table and some chairs maybe? An asymmetrical bridge bugs me for some reason. Edit: Ian shouldn't be in a pen. Put him in the office proper and expand that fire closet to cover the current pen. Edit/Edit: The aft side of the HOP's office should have a door instead of a window. So he can invite people into his office without having to let them through the bridge. He's supposed to meet with people after all.
  12. Jamini

    Bridge/AI updates

    I can't load Gyazo on any of my machines, could someone post an alternative host for the pictures? This concerns me a bit: Does this mean pointing the AI core airlock towards security? I'd like to say it really should be pointed towards research or engineering, as the RD and CE are most responsible for the AI and it's core respectively. A malfunctioning AI is, technically, something the RD, CE, the Captain, robotics, scientists, and engineers (in order from most to least responsible for the functioning or disabling of the AI) are supposed to handling, with security as backup against its borgs. Having the core entrance face security enforces security as the the first answer to yet another problem, which is not something that is needed here.
  13. It simply seems like adding unnecessary steps for the purpose of adding steps I suppose. I don't see how a medic in a hardsuit going into a hazardous area is by any stretch of the imagination a "spectator sport". There is always an element of risk when you enter a depressurized zone, doubly or triply so if hostiles or other hazards may still be in the area. Moving a hardsuit to medical wouldn't really change that, except in the very specific situation of the central ring and dorms being vented. I believe you may be using an older, less-shitty version of decompression here as well? That's something I haven't had a chance to confirm, but you aren't using the current "20 seconds and you pass out without a suit" rules that upstream has, which may make some of my arguments void anyway. As for the baystation argument, I'd say you guys are very close right now to how B12 was about a year ago. Just before the massive security nerf and several bans. The similarities are actually rather outstanding. That said, it's entirely off-topic so it may be best to simply leave it at that and move onto more relevant topics. Re: The anacdote - I'm aware it probably wouldn't happen here. I simply stated a good experience I've had while using a medical hardsuit. One I probably would have missed had I been required to go to EVA and convert a suit (which has a substantial opportunity cost. It's not exactly quick to convert suits for non-humans, as my EMT is.) --- Edit: In hindsight, though I'm aware of the forum rules on this, I'm starting to wonder if both this and the EMT thread should have been linked. Or the lobby and the EMT remap areas be made seperate. Since most of our discussion has been more on EMTs than on the map itself. Regarding the remap, I'll take another poke at it when I get home. Cutting down on the responder hallway would be trivial without the suits or converter, and that gives us some extra dead space to add to chem. I'd like to keep the entrance though, as it allows faster access to the starboard hall/a route to get dying xenobiologists in cryo faster if you don't take maint.
  14. I wouldn't call it bad at all, however I would call it an issue when someone is completely trapped, alone, injured, and can't be helped because his co-workers are very, very busy dealing with a much larger organic threat very fun for the stranded person. Spending fourty minutes with virtually no ability to interact with anyone but yourself is simply put, not terribly enjoyable. I don't mind pulling people out of areas as an engineer, or working with staff from other departments (quite the opposite really. I sort of wish security in particular would call engineering and science more!) I do however, mind when someone is deprived of interaction completely. Having a medic in a hardsuit able to rescue those trapped people would have been a great chance for RP for two people who likely wouldn't have gotten any, while allowing the busy engineering department to focus on the elephant in the room. I can see your reasoning on that, though I can't say I like it much. If there was room, I'd almost suggest a specific area in medical that is to be shuttered/locked unless blue alert is called, not unlike the armory. However there simply isn't the space without a more extensive remap. In an OOC sense, I've found historically that allowing players to move around and act during emergencies tends to be more fun than forcing folks to stay put and sit on their hands. Be mindful: I've done medical back when medical hardsuits did not exist at all, and I've seen an EVA with hardsuits locked away from medics. Assuming your layout was derived from Baystations EVA layout (which it does. quite strongly!) I will point out I was the person that originally remapped that area it so that doctors and security officers could enter there at all (As well as putting medical and security hardsuits in there in the first place) explicitly so they had more options to act in emergencies that resulted in a breach. This was done predominantly as large-scale breaches would often become an "engineering-only" problem and leave a vast number of people out of the round... and often result in a quick shuttle call if left unfixed. Anecdote: One of my personal favorite rounds I've had the pleasure of playing in, in the past, was a round as an EMT. I had been called to a cargo breach during a revolution round. Upon arrival, security and engineering were already at the scene and had not yet entered. There was an Unathi in an industrial hardsuit(the new snowflaky overpowered space suits B12 has) that was threatening to drill in people's heads behind it. Exactly four people there were equipped for EVA. Myself, as a medic, two officers, and an engineer. The engineer opened cargo up for the officers, who had riot suppression grenades and bay's very, very weak tasers. I hung back on the edges and had my medical supplies ready to patch them up while the officers negotiated with the Unathi. The situation was tense, but believable and quite fun for all involved. Luckily, there were only minor decompression injuries and we got everyone out safely. At the end, when the miner was finally arrested, the four of us were able to go to the lounge and spend some time bonding/chatting about the situation. Here, I do not believe that such a situation would be likely to occur, especially as setting up a hardsuit for that character takes a good few minutse to do. This saddens me greatly.
  15. I said easily accessible, not on-hand. Keeping an advanced medical kit and an AED on-hand is significantly more than most people would. Using EMT tied to fire department as an example: you also probably do not need to take your ambulance halfway across the station to pick up re-breathers/breath masks to prevent yourself from getting nailed by smoke inhalation? You'd have a set in the van. I'm just not sold on keeping hardsuits completely locked away halfway across the facility in an environment where vacuum and decompression are a fact of life. It doesn't make sense to me. Mind, I'm not saying Medical Doctors should be the ones using these suits either. They should be reserved for people with the explicit training/sign up to use them. Characters that probably do not have the same training that MDs and other specialists would. ----------------- Regardless, removing the suits wouldn't be difficult. Aside from that, what areas seem cramped to you specifically? Without the suits and converter, it wouldn't be difficult to give chem back another four tiles to use.
  16. Eh, I will point out I've been an engineering main for years on various heavier RP servers. Normally I prefer it if the medics can get people out of an area so I can fix things faster/more efficiently since it's really ... not even close to engineering's job description to treat people for injury? Moving someone who's downed is a risky, dangerous thing. In real life, if you see someone on the floor the first thing you are told to do in any first aid class is to not move them, unless there is risk of greater injury, and wait for medical responders to arrive on the scene. Its just not very realistic at all to have engineers expected to perform all rescue operations, as well as repairs for an area (though obviously, if someone is suffocating, whoever is closest should get them the hell out.) I will also point out that first response jobs as a whole tend to take an "always be prepared" approach in real life. Many first responders of all professions carry radios while even at home, and have their tools in easy-to-reach locations when they are on-call. Every second can count in a job where you are expected to respond in life or death situations. While you wouldn't want to consider wearing a suit at all times, having one medical suit so that a single person can go EVA from medical just doesn't seem that outrageous. There is still plenty of opportunity to interact with those engineers while pulling people out of the breach, and probably treating any engineers in the process. The only real difference is the side of the airlock you are on. Addendum: Last night, during a round with a very full engineering (about seven-eight people) there were about five people stuck in the arrivals hallway when the gravity generator got hit by a blob. Getting them out pretty drastically slowed engineering's response (which was haphazard due to a few people going nutty with the fireaxe. :3 ) as we had to throw three people out of the hallway. Another engineer got stuck in arrivals and wasn't rescued for almost fourty minutes, and an officer in a relatively safe zone was stuck for almost an hour. Having a dedicated medical person to move those people while engineering handled the biohazard and repairs would have been extremely welcome.
  17. I can understand the concern/reasoning, though as a first responder-style player it saddens me to have EVA equipment so far from your medical first responders. I included it as a tie-in to another suggestion which, by board rules, has to go in another thread. If that were to go through, the EMT room wouldn't be accessible by doctors. Jobs that need hardsuits should really have them close to where they are going to be at rest (such as engineering), as when a breach happens you sometimes cannot reach EVA at all. Alternatively, one suit in there and two in EVA would be wonderful. I find the current chemistry really spacious, but I'm also used to working in cramped chem labs from Bay and Unity. Your milage may vary.
  18. Hey folks! I'd like to talk about these guys: http://en.wikipedia.org/wiki/Emergency_medical_technician Medical first responders! They chase after security and patch up all the little boo-boos for both station crew and (occasionally) antagonists alike. Armed with the very best tools from chemistry and medical, they are the first on the scene and vital to keeping someone from outright dying as you bring them back to medical! What fun! Well, they would be except for one tiny problem... It's an alt-title for Medical Doctors, and it really shouldn't be! Here's why! 1. First, and most prominant, EMTs really, really, really need maintainence access! Why, you ask? The bulk of their job involves running around (often in a hardsuit) and rescuing people who are dying in the cold, dark, lonely parts of the station! While it's all well and good to have an AI to let you in, it's super easy to get stuck outside of an area where someone is about to feel those cold and icy fingers of death! Death is part of the game, but it's much less fun than getting rescued by that dashing, handsome, overworked young Paramedic. (Who you may or may not fall in love with afterwards!) 2. Second! EMTs have access to virology and surgery because they are an alt-title of doctors! This makes well... no sense! Both of those regions require really specialized access and knowledge, and really an EMT program wouldn't contain how to patch a lung (outside of doing things like putting a credit card over a gaping chest puncture wound to seal a collapsed lung temporarily. Yes, I've actually had an experienced paramed tell me he's done that to help stabilize someone in some of the EMT classes I've taken myself!) and they certainly would have no place in virology except to chuck patients into quarentine! They shouldn't /be/ in the lab unless there isn't anyone else to do it, and they'd be about as useful in viro as any other normal person! 3. Third! Training! EMT/Paramedic is an entirely different career path than the RN>Doctor>Specialist route! Overall it tends to require much less time in school, and not coincidentally the profession also pays less (though still respectfully). To quote! To note, the basic level of EMT training in the US and Canada do not require a degree and can be completed in as little as two weeks. Even Paramedics only need a two year degree to get on the job! While more school is always better, especially in medicine, it's a job that doesn't absolutely require years of dedication to start. Just years of dedication to master! It's also a great tie-in for younger characters in medical. You already have rules for EMT training in medical, however it just seems odd that they get all the access a doctor dose when their job description is so very, very different. 4. MECHS An average doctor who trained up the RN path would have little-to-no reason to learn how to drive our "ambulance", the Oddyseus. A unique slot for EMT would allow medical to have someone who should have the skills to operate the "woo wee" mobile, and possibly even have some very, very basic training on how to use the more offensive medical weaponry (syringe guns and chem sprayers)... with permission from the CMO. In conclusion: Emergency Medical Staff have a very different role and function than normal doctors, and generally need different access to do their jobs well. I strongly, strongly feel they should have their own job slots! (ideally by converting one MD slot to EMT, and adding a second slot) There are vastly more differences than similarities and they require different access to function! TL:DR -Remove 1 Medical Doctor slot -Add 2 First Responder slots First Responders get -Basic medical access -Maintainence Access -Eva Access -External Airlocks Access -(maybe) Access to the recharge bay. Equipment (Probably in a unique area in medbay) -Medical Belts (and any supplies they can get) -First Responder Jackets -First Responder Hats -Medical Hardsuits (moved from eva possibly) -Cryobags -Rollers -Bodybags -Advanced first aid kits -Sterile gloves -Sterile masks -Medical huds Thoughts? Opinions? Yes? No? Fish?
  19. Let's talk the Aurora medical lobby! There are a lot of things I like about your map here. Engineering in particular looks quite good, and science (minus access issues to telescience) has a fairly nice layout. However, one area on your map that really, really bugs me is the medical lobby. It feels small, cramped, and not terribly usable. The current desk is tiny, there is almost no seating, and the emergency entrance is close enough to the main entrance to be redundant. Some other parts of medical the area near the lobby are, conversely, too large for their function. chemistry and the recovery ward immediately springing to mind. After toying around in dreammaker a bit, I came up with the following (extremely rough) concept for a small rework of the fore areas of medical: https://www.dropbox.com/s/so49n6yjgbil2a8/aurmedbayrework.png?dl=0 Notable changes: 1. The lobby is larger, and has a desk that can fit two doctors. There would be windoors on the desk in a final version to keep people out of the record and crew monitoring computers. Two entrances allow people to get into the lobby from the bar or the central hallway. 2. Chemistry is slightly smaller, and the chemistry desk is now in the medical lobby. Consolidating it somewhat. 3. The ward lost some space, but a direct door from the front desk to the ward allows doctors on the desk to immediately see patients inside. Crew monitor is lost by the sleepers, but the records computer remains. 4. Addition of a dedicated EMT area, complete with hardsuits and converter. Removal of the medical suits from EVA may be warranted. This is somewhat intended to go with another suggestion (dedicated EMT/Paramedic slots, with slightly different access than standard doctors), but could easily be incorporated in with the current medical job layout. 5. Addition of some emergency medical lockers. The locker for the lobby would contain spare bandages and ointment for small injuries, while the others would contain bottles/syringes/pill bottles of inaprovaline, dyvolyne, spaceacillin, and tramadol, as well as a few splints and possibly extra cryobags.
  20. Jamini

    The List

    Primary - Nasir Khayyam - A simple, extremely hardworking, friendly Tajaran (chief) engineer with very little tolerance for shoddy or slow work. He has influential parents but no real interest or desire for power or politics, he just wants to get his job done (right). Extremely pro-synthetic and has a reputation of following orders/regulations to the letter, even at extreme cost to self. Currently suspended from command after transfer from another station. Secondary Edwin Atweeke - A younger, somewhat naive human scientist with a poor immune system. Has a penchant for getting into trouble, accidentally offending aliens, "forgetting" paperwork, and scaring the crew with equipment tests. Most notable for trying to get Tajaran to chase laser pointers. Blake Matthews - An extremely old, extremely grumpy, doctor with a vested interest in immortality. He knows his time is almost up, and he will do almost anything to extend it even a few more years. Arguing with him is utterly pointless. Omnir Al-Nasser (Not yet ported) - A young, ultrabright, cheery Tajaran EMT. Born into extreme poverty, even for a Tajaran, his cheerful attitude is bound to bring a smile onto your face... when he isn't busy saving lives. He is completely unbothered by blood and gore, and happens to love watching surgery from as close as other doctors will let him get. He has some chemistry training on the side, though he is just as likely to use that for illicit purposes as he is to make basic medicines.
  21. The bridge itself isn't bad, but the arrangement of the surrounding offices, teleporter, and core just .. doesn't look good or flow well. The whole "command" hallway is really bare and doesn't add much flow to the rest of the station. The medical lobby suffers similar issues. (Small, cramped, not particularly good for moving around in.)
  22. I believe, feel free to correct me if I'm wrong, but Aquila had been accidentally/illegally modified to be lawless for a time and later put in a new, still law-bound chassis. Being lawless as a borg for a short time merely made her aware that it was possible for her to function as such/that she was sentient in her own fashion. I do know that the character Sophie Rogers had purchased Aquila, but kept her under contract with NT. I'm not certain if this fits with Aurora lore precisely.
  23. Moving the AI to telecomms can make it impossible for the AI to lose in a malf round if it has a single engineer borg. Deconstruct the teleporter terminal and GG. Unless science is right on the ball and isn't prevented from working by the AI just shutting off their power, the AI wins every time. Personally I'd say your entire bridge area could use a pretty heavy rework. The whole area has very severe asthetic and usability issues.
  24. For what little it's worth, I can vouch that Ikky is one of the better/best roleplayers I've had the honor of playing with over the last two years. Does he do snowflake? Yes. He takes a concept of a character, often with a few strange quirks, and makes it into something beautiful and wonderful to behold in its entirety. He isn't afraid to tackle difficult questions, and he's always willing to compromise if something just doesn't outright make sense. Both of the lizards I've seen him play, Oen'g Issek and Unwani Riverdelv, outline very different aspects of Unathi culture and lore while still remaining very distinct, interesting individuals. Seeing them on Aurora would be a net benefit to the server.
  25. Every server/station needs to have a local nutjob. One that's just barely acceptable and always scrapes by the edge of the rules by the skin of their teeth. That's just how communities go.
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