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Boggle08

Lore Writers
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Everything posted by Boggle08

  1. IPC's are manufactured almost exclusively by humans and human organizations. Because of this, IPC's inherit much of the same settings, organizations, and cultures humans also use for character background generation. These two factors alone make the dynamic between the two very present. In many respects, they share the same lore. The relationship between the two races has always interested me, because it opens up a lot of philosophical questions about how the two should coexist. The controversy associated with IPC's is treated like an issue of civil rights in our setting, when we could go much deeper than that by making it a philosophical issue as well. Is it the right thing do by determining the best course of action for IPC's through the lens of human ethics? Is it a moral thing to make IPC's in our image, when we ourselves are extremely flawed creatures that haven't transcended our own struggles? What course of action would best prevent an AI singularity, whilst making all parties happy? I want us to ask these using our setting, how different planets or cultures treat and utilize IPC's. It will give much more depth when discussing Synthetic rights, and it will give players both human and IPC much more to consider when designing their characters. It would be something I would love to collaborate with the IPC lore team on.
  2. Besides my interest in fleshing out Sol-Alliance a little more, I do want to expand a little on corporations. To supply them with some overarching themes, and give an idea on what it's like to live on a planet or settlement that is 100% purchased and owned by them. With the introduction of the new star map, it placed a lot of empires, both human and alien, in relatively close proximity towards each other on the bottom half of the map. I would love to collaborate and write about these nations interacting with one another and playing the game of international politics and power. The last few things I would be interested in expanding upon is adding more offworlder backgrounds for people to work with, and expanding upon lore for the various frontiers and unknown regions of space in our setting. For the latter, It would be done through the addition of some lore on exploration and expeditions into these regions, and maybe even including some named installations or planets. Not enough to take the mystery and emptiness of these regions away, but just enough to create intrigue and character backgrounds. I like it. I'm all about internal consistency and balance when it comes to putting together lore for our setting. I am extremely receptive to criticism, and unironically enjoy the peer review process. As a lore deputy, I will telegraph my proposals, and assist in the creative process of others. I would start with little things, such as holidays and civic traditions. From there, I would expand upon the founding principles of the Alliance, their cultural identity, and the political ideologies that hold their nation together. In appropriate contrast to this, I would introduce some regionalistic differences and identities within the empire; each with their own cultural practices, attitudes, and how they feel about the Alliance as a whole. Right now, we have Sol set up so that its demographic regions radiate out from Sol itself, and that simply is too broad, in my opinion. When Solarian characters discuss their country, it's usually in the context of the named planets we have and a few home-brews. When I am finished, people will have a greater capacity to discuss the Alliance in its totality. As a final note, the expansions to Solarian lore I am proposing will give us more foundation and material to work with should the lore team decide to collapse and/or balkanize the Alliance.
  3. It should be something like what Aimmo has suggested, where it feeds IPC's afflicted by it strange cravings or inclinations. These "Ion behaviors" should expire after a TBD amount of time that can be checked by using self diagnostics. Removing the behaviors prematurely should be done by a roboticist or other trained equivalent by opening up the chest cover and then using a debugger.
  4. We've got all these cool faction flavor armors that only really pop up when mercs want to try a gimmick involving them. I'm only interested in a body guard role so we can see those sprites more often. If the body guard does manage to get implemented, they shouldn't be carrying anything stronger than a laser pistol, or even a taser.
  5. I don't play consular, but the idea of being able to call in a secretary or faction flavor body guard to shoot the shit with sounds pretty neat. +1
  6. The title of this thread should really just be "replace the rounds in the detective's gun with rubbers." I don't see why the detective can't have a rubber gun when the entire department is walking around with one in their pants, but I've seen the lethals cause mishaps before. People often forget the gun is even loaded with angry stuff, and they can cut rounds short/escalate too fast like what happened with Kyres.
  7. As long as the new plate durability/carrier system supports crafting from materials/autolathes, I'm game. It'd give more reasons for people to swing by cargo. It would also be nice to assemble the ultimate trash armor. I dunno how demanding such a suggestion would be, but I recommend also giving us the ability to craft or acquire things such as leg and arm protection. Stuff we can pin either to the carrier itself or our jumpsuits. For most armors(and most races), Damage resistances are localized in the chest and head. For melee combat in particular, the best way to win a fight is by going for the legs until they break, causing the spaceman to go sideways and drop his shit. It's a great equalizer, but having armor countermeasures would necessitate more variety in combat.
  8. I'd like to participate too! I'm GrandMasterChef on discord.
  9. Just give them rubbers instead. If you think that the detective is just another officer slot, remove an officer slot.
  10. There's legislature and/or practices limiting the prospects of advancement for Unathi and Tajarans? It's easier to imagine for IPC's, Vaurca, and Dionae.
  11. In retrospect, I like the concept of RnD being a shared responsibility, but I don't like the mapping changes as they currently are. The Robotics lab in this PR is structured in a way such that they can operate completely independent of the rest of the science department. They have pretty much all of the necessary machines. The lathe room for science doesn't have a destructive analyzer or a circuit printer. You're going to completely cut the science team out of circuit board use and RnD contributions with these changes as they are. Due to how you've structured RnD, Station crew will be incentivised to take everything up with the roboticist. Science doesn't have a windoor help desk anymore, and the primary bulk of RnD is in Robotics proper. Before your proposed changes, You had to go to two different desks for different things. After this, people will bring their requests and material shipments to only one desk, effectively monopolized by one job. The fabrication room in the back for robotics looks cool, but it would be better if we had a shared lathe room. This can be done by either: - Keeping the station unchanged, and just altering the ID access on RnD to accommodate Robotics people. - Taking the RnD equipment out of robotics, share access on the re-purposed circuit room, and have both parties use that together. - Reconvert the science lathe room back into an auxiliary lab, then add a door south of the new fabrication room to give scientists access to the manufacturing area. I'm still fine with this PR hitting the server anyway, but I doubt now it'll make it due to the concerns about powergaming. RnD is a crayon eating matching game that scientists complete usually out of obligation for other jobs. Widening the pool of people able to do it is something I like the idea of.
  12. When I play my scientist, this would make me feel less guilty for not doing RnD every round and constantly hovering in proximity to the desk for crew requests. I can try the other things the department has with less interruptions. When I play characters who aren't research, This means I can count on at least the roboticist to be in proximity to the lathes, and able to process my requests. +1
  13. Right now, the cargo tech game isn't a lot of work. You get a few orders roundstart, a warehouse to sort, and you are effectively done with your job barring the odd miner dropping off some admantium and phoron. You have your bounties, yes, but those that you cannot secure in the warehouse or collect yourself are both at the mercy of your coworkers' laziness and the disruption of antags. Sometimes you will get special requests, or even become a courier for extremely important material, but those times are infrequent. I propose a small change to warehouse bounties, just to add some extra work for techs and some incentives for the rest of the station to complete them: Every bounty has a side reward that benefits the department said bounty is intended for. Once the bounty is claimed, the next time the shuttle returns to the station, the side rewards will come shipped in their own containers, ready for delivery to the relevant departments. There are some bounties that are cross-applicable to multiple departments: those can either contain rewards that are cross beneficial to the departments in question, or we can implement a selection menu to pick the reward relative to whichever department completed the bounty. The item quality of these side rewards may be modulated to fit the balance of the game, but the intent behind them is to give cargo techs more things to do. The incentive behind the bounties increases the likely-hood of other departments participating, while the bounty rewards themselves give idle techs work, as they have to deliver these boxes.
  14. Ckey/BYOND Username:Boggle08 (discord tag: GrandMasterChef) Position Being Applied For: (Deputy Lore developer): Humanity Past Experiences/Knowledge: I've been here and active since the start of fall 2019, and my schedule for the foreseeable future permits time for me to contribute. I've always have had an interest in fiction, I have folders and computer files filled to the brim with excesses of setting ideas and character concepts. Examples of Past Work: I have my IPC application https://forums.aurorastation.org/topic/12977-acceptedboggle08s-ipc-application/ and Burzsia(currently a lore cannonization app). https://forums.aurorastation.org/topic/14011-the-system-of-burzsia/?tab=comments#comment-133754 As examples of my ability to write and utilize our setting. Additional Comments: https://docs.google.com/document/d/1l5AYZyTkklKfEPEvYzU7ya-Z96FJDkm5og9rfpz_hpg/edit?usp=sharing
  15. The one that Cybs posted was my attempt at turning the entire engine room into SM containment. It ran a mixed coolant of N2 and Phoron to minimize crystal waste gas production, and the legion of grey scrubbers you see up top directly filtered out any waste gases that the crystal did produce. I later crammed two extra emitters inside that room, it was safe enough for the machines to be sparking in there. You could light up a cigarette in that room and not have your head catch on fire. Another project I recommend is putting N2O into the engine for the hot loop. it has the second highest heat capacity of the available gasses, and is an oxidizer, So you have to focus on keeping the ratio of phoron the core produces to a minimum. Else it will start a runaway chain reaction that will leap the temperature up to delamination point.
  16. I haven't really mentioned the bounds for that precise reason of focusing on character generation. There are bounds used on the installations I listed, as well as on some of the more extensive/environmentally shielded construction and mining operations on Burzsia I. But yes, the humanoid chassis are more common as they are more flexible when it comes to braving the conditions of the system, especially for the ones operating in the asteroid fields.
  17. There is plenty enough reason for forklifts to exist in our setting. They are less complicated to maintain and repair, they are conceptually better at bearing load than anything two legged(tank vs death robot argument), and they're cheaper. However, we are a state of the art research facility, so getting a decent powerloader isn't an issue. @Fortport What ingame mechanical advantage or reason would there be to having a forklift around, when Powerloaders (and potentially those RIGs I mentioned) exist? That mechanical gap is still filled by mechs, which are far more versatile, and already exist on the server.
  18. A large chunk of the job for engineering is dragging machines and canisters. Needing a full blown forklift would complicate our ability to drag equipment into rooms with bad atmos, set up the engine, or do anything involving pipes. Creating an inflatable airlock whilst trying to fit a forklift would be annoying. Attempting to position an emitter to stop a malf or blob core would be a nightmare. A weightlifting exoskeleton RIG would be better, if we wanted to implement mass for our machines and containers. Something the boys can wear over a voidsuit and customize using upgrade modules from the roboticist. As it stands now, a female 17 year old 4'11 cargo tech is better at hauling boxes containing several tons worth of processed ore compared to a G2 unit that can pry open airlocks with their bare hands, simply because the human has a faster land speed, and the weight of the box doesn't mean shit.
  19. I'm fond of the gamemode, because the culture around wizard usually lends itself towards gimmicks that aren't inherently about beating the shit out of the station crew like malf is, and the kits available give the user a lot of control. The gimmicks I've seen usually focus around fucking with the crew, rather than killing them. On the flip side, if we had more player controlled round types that aren't designed from the standpoint of station vs. antag, I wouldn't miss this game mode if we removed it. Just as, say, the merc game mode tends to produce gimmicks that pit the players against the station as antags, Wizard creates Wiztards. If you've seen one, you've seen them all. Removing Wizard from rotation should be something done later.
  20. Type (e.g. Planet, Faction, System): System Describe this proposal in a single sentence (12 word maximum): Hephaestus's mining, salvage, and construction mega-doom project. It's also IPC hell. How will this be reflected on-station? It will primarily affect character backgrounds. Does this faction/etc do anything not achieved by what already exists? It adds more planets to Sol space, and introduces another dimension for IPC discrimination to take. Why should this be given to lore developers rather than remain player created lore? There's a variety of reasons. This is a Solarian based system that will have 47% of its population being positronic. In terms of both scale and cost, it will bolt a leviathan mining and construction project onto Hephaestus. The system will have an mortality and workplace injury rate that places it in the top ten range for Solarian space. It will introduce a contentious philosophy regarding IPC's that is topical enough to extend beyond the system and into debate halls. The implications of this star system exceed the bounds of its orbit, which is why it can't simply remain player cannon. 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. More than anything, I want this thing to be consistent with the rest of what is written. Some Additional notes: -Population size remains outside of the main document. That can be up to the discretion of the lore team, due to the demographic composition of the system, but the Ideal population size would be somewhere in the lower to mid hundred million(248.7 million is good). I notice a lot of systems and planets on the lore page don't have any population figures, so we could simply not worry about it either. -The current name of the star system bears similarity to an Elyran planet in our lore, Bursa. If it is preferable, Buranthiazar may be substituted. Long Description https://docs.google.com/document/d/14VS4j6_Otve8dWqCtxaeJ_Z0Ep4o71ypKD1HW9QCM6k/edit?usp=sharing
  21. Add me (If it still exists)
  22. Xiram is very well rounded as a character, and the player behind them knows enough to work the CE position. That you're already going out of your way for interim is a good sign. +1
  23. I have full confidence in both Williams's technical understanding of engineering, and their ability to create good, well rounded characters. They'd make a great CE. +1
  24. Good lord, it's been impossible to get drunk. I've tried using makeshift stills, absinthe, pan galactic gargle blaster, all manners of hard spirits, and I've even managed to convince science to feed me raw ethanol by the bucket. No intoxication messages, and the most that can happen is your character throwing up from yeeting too much liquid at once. Worst I've had is minor toxin damage. That's it. A pill fix, if you don't decide to walk it off till round end. With these new damage changes I'm seeing in announcements, it sounds like the liver is going to get buffed even more. Can't play a space drunk without the drunk part.
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