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Boggle08

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  1. I think taking this idea a step further would be to organize the busy work into overarching linear missions. For these, the ship is given a directive from centcom, or must do something because of circumstance/necessity. Rather than it being one department, these are larger missions that rely on the participation of multiple departments in order to be completed. Some examples would be: -Answering distress beacons. -Flying to a fuel depot for a refill, resupplying in general -Ship escort -Outpost Construction -Resupplying other SCC star ships -Transporting sensitive cargo -Entertaining important delegations -Patrolling a region of space -Investigating anomalous activity on a planet -Surveying planet candidates for colonization -Trying to find Phoron -Even more, who knows Such a system benefits the departments that rely primarily on reacting to problems, like Medical, Engineering, and Security. On extended rounds, Medical has no one to heal, Engineering nothing to fix, and Security no one to Batong. This would give them something to react to and participate in. Security has precious cargo to guard, Engineering has an outpost to construct, Medical has a distress beacon survivor to heal. Besides those three, other departments would benefit from this as well. Science can finally have some immediate context and utility for the work they do, Operations will process more orders, move cargo around, and do other operations things. Service may have to cater for or facilitate important meetings and delegations hosted on the station. I could go on. This would also work for our current round antag system for many reasons: Having established a mission or linear narrative for the ship at round start takes a lot of pressure off the antag to carry the entire interest, motion, and story of the round. Antags with this system can still take their gimmicks in whichever direction they choose, but they will also now have a plot at round start that they can bounce ideas off of and work with. It will help people brainstorm, and give context to their presence aboard the ship as antags. It is my hope that these missions are just as imperative as the antag, and that they are normally only suspended in code red/delta scenarios. A violent antag usually falls under the jurisdiction of security, then medical. All other departments must sit on their hands. Having these missions still manifest priority despite the antics of an antag effectively turns the mission into a B-plot that can keep people feeling active, engaged, and useful.
  2. Public garden needs tools, and a water source. The bridge cockpit area needs a request console and a intercom. When the bridge is at maximum command capacity, there's no where for the XO to sit, which is annoying.
  3. I feel this. People who want their fix of shitty reality cyberpunk aren't going to the IAC for it. The tension and conflict for the faction would benefit more from external factors
  4. The Luna convention is merely a suggestion, in practice. Many of our factions opt out, and the ones that opt in are written in such a manner that it doesn't matter anyway. As for the actual gameplay, these conventions don't exist at all. Antags are not beholden to morality, and the station security/command become more autocratic and extra-judicial as they move through alert levels. The only rules of engagement that exist are the ones the admins enforce. I think that rules of engagement and diplomacy for space will become useful later on, however. Things like the Luna Convention can't exist in a traditional SS13 antag round, but they can when interacting with 3rd party ships. Having conventions/rules of diplomacy when it comes to these interactions will be extremely useful at keeping both sides from just needlessly escalating into doing something stupid.
  5. Our current culture and roster of medical does a very good job of regulating physicians and surgeons who overstep into becoming super-doctors. A part of this is because medical's modus operandi has much more clarity than it used to. I got into medical a month or so before we ironed out the surgery chart and stripped out the alt titles, and during that time, everyone had a different idea of what a physician was supposed to do, what kind of surgeries they could perform, and if that changed depending on which alt title they picked. I think what is important to consider when thinking about alt-title reinstatement is that it is an inherently misleading system; especially if you are new to medical. People will usually assume that the alt title radically changes the function of their job. Expectations and job knowledge need to be the same across alt titles, and it needs to be clear enough to the point where there's no confusion whatsoever. A Nurse that thinks it can't do any surgery is just as bad as a trauma physician that thinks it can do everything. I'm not inherently against the idea(I remember being pissed when they took the engineering titles), I just think we have to consider ways to mitigate it's pitfalls in order to implement it. The idea that all facets of gameplay should always concede to RP is kind of self destructive in my view, however. HRP is not consistent at all, as we often go through player droughts and RP doldrums. SS13 has a precedent for complex, involving systems. Integrating such into our gameplay gives people something to tinker with, something to collaborate on, or can even give context and meaning for their actions.
  6. There needs to be an immediate distinction and a concrete obligation for the people that we will defer most of our surgical operations to. A cordoned off job title does this best. An alt title would do it too, but there would be some confusion. Ripping out the distinction completely, and making the deciding factor character records, knowledge, and preferences sounds like a recipe for confusion and bitchfighting. I don't like the idea of inconsistent doctors who can do everything or nothing. The reason why we have the roles cracked in half in the first place is to prevent a single doctor from dominating one patient or more's journey through the GTR, into the OR, then back out again. In my view, someone who hoards activity like this falls into the category of a super doctor, and our current arrangement works perfectly at preventing this from happening. Attending physician seems like the best change out of the proposed options, since it's just a modified surgeon role. For now, I just have two things against this idea: First thing is lowering the ages and making them a physician equivalent will make them an extremely contested role. More than they were with just two surgeon slots, since you've at least doubled the pool of characters that qualify for the role. The second thing is that I don't want to have these nerds have any kind of inherent managerial authority in medical. Medical sans the CMO manages just fine with each role doing what it's supposed to do; we don't need two Quartermasters. It's a recipe for bitchfighting, and takes away focus from what the Primary physician is supposed to replace.
  7. The round Ryver's talking about, you could have communicated better over radio with the rest of command; even considering how fuckshit that round was. I was the XO that round, and it was hard to get information out of you regarding what your department was up to, and the status of the boarders. My service department of all places was giving better intel than you. I think the only time we got something out of you was when you unceremoniously asked us to raise to red. I don't care how hectic it is down there, what separates adequate command from good command is your ability to step outside of what you're doing and communicate. At the very least, you'll not frustrate the hell out of people. It's not enough for me to -1, though. I've partaken in at least one other round with you, and you did great work with your team and communicating with command. A round like the one we just had is intense, regardless of who was trialing or not. Just try to keep people in the loop in the future.
  8. I have a mixed opinion of these changes, now having played them. For starters, I don't think this has mitigated the "max out and forget" style of atmospherics. Because the volume on the network has been reduced, and because it starts at 2000 kPa, it's easier than ever to just put in a volume pump and blast it out at high as possible. I'm not too bothered by this personally, because max and forget has always been my mode of operation, but it's not what everyone does. I think the air that starts in distro can just be modulated in the future, as atmospherics changes. I like seeing the new atmospheric substations, but they could use an additional pump so that way they can push and pull air into or out of the networks they feed into. It would give engineers the ability to control or modulate the networks more efficiently. The point that's most contentious right now is the pressure cap on all of our devices, at about 5066 kPa. This is not a problem if we're looking at something like distro, but it's a massive issue for high pressure systems like ship thrusters and the Super-matter. They are bottlenecking hard on us. This is primarily an issue with the Super-matter, since waste extraction, coolant insertion, and cycling the cold loop all depend heavily on pumps, and the operating pressures and thresholds of a 2-2 40 shot hydrogen engine have the capacity to exceed 5066 kPa. We had a delamination one round, and we ended up having to vent the core just to be able to put in emergency gas. The typical cure for an overenergized engine is to feed in more coolant to match the pace of it's heat/waste gas generation, and we could not physically load it in because the pressure in the lines exceeded the maximum output on the pumps. As for thrusters, the ones on the shuttles usually bottom out quickly, because of the pump limits. The ones on the ship are much the same, and you're better off throwing away the high-cap/pressure reg combo leading out of the burn chamber, and replacing it with solid pipe or manual valves. This isn't crippling to the operation of our thrusters, just annoying. I'll say overall, life support systems are looking good and just need little adjustments here and there, but things like engine and propulsion are either more annoying to work with, or have become more of a liability to run than a benefit. Especially since people can now just put in a few extra minutes on the tesla and have it rip out over 10 mW of energy.
  9. The things you've described about the bridge crew are pretty much the reasons why I feel like 25 is a good number for them: They are extremely subordinate in their responsibilities, they operate under maximum oversight, and they are expected not to project any kind of authority on station; The one area where they do carry some kind of authority, in away sites, is often delegated. This is because the miners and Xenarchs that typically depart already know what to do well enough to act autonomously. They have the keys to the bus, but when it comes to the actual minutia of what people are touching down on the asteroid for, The pilot usually stays with the ship, and takes initiative only when it comes to matters relating to it's operation. On paper, they have a lot to be accountable for. In practice, these are clerks that know how to fly.
  10. Also, it did not come to me at the time, but the Job Accessibility Requirements is another thing we should consider in this thread: https://wiki.aurorastation.org/index.php?title=Job_Accessibility_Requirements IMO, bridge pilots will need their eyesight, their hearing, and their ability to communicate over radio for this position. They are pilots, after all.
  11. Dionae would be mentally quick or fit enough for the role, depending on the mind type. Most of the moving you're going to be doing is back and forth between the artemis and the bridge, so It's not a role that needs to run everywhere to be efficient. What is a concern relative to the species is when it comes to the bridge being under siege: Every member of Bridge staff is issued a mini-disruptor, and expected to hold out and defend the bridge in the event of a siege or takeover. This is something I could see a Gera do, This is something I could not see a Coeus do.
  12. I was recommended to start up this thread asking about this in Serious_discussion, but I think now is a good time to think about the minimum age and job/background requirements for the role, and what we might want to see from that. Mechanically speaking, the role uses HoP age and whitelist restrictions as a placeholder, So that means the races that can't be HoP cannot be bridge crew, and they cannot be younger than 30. Personally, I think 25 would be a good minimum requirement, for what the role does and it's junior relation to the other command roles. While we're here, it's also worth discussing the background or educational experience necessary to acquire this position. What races should be permitted into the role, and under what clauses or restrictions? Personally, I would like to see every whitelist be able to access and play the role in some way. Given their control over the ship and access to important command subsystems, the SCC would likely want to vet the bridge crew in a similar way we do for regular command. Some examples of the kind of restrictions I'm thinking about would be to bar Viax and openly Shrkh Dionae from the role, as they would be too compromised for the job. Vaurca are in an awkward position on this in general, because there's no learning role for them to sit in while they're being processed by the Avowal system. The way I see it, they will either need a mandatory background requirement, or not be up there at all.
  13. My space man can properly dress himself in the crew quarters before he goes up to work. I still keep forgetting to collect my shit whenever I spawn. I won't miss these if they're gone.
  14. Hello, I am once again posting about the pressure regulators interspersed throughout the station's scrubber and distro networks. Specifically the ones attached to the disposals network: They need to be get rid of. The regulators on the redlines are all capped at 200 kPa at round start, along side their distro counterparts. This means that if the receiving end is pressurized above that point, they will refuse to open. That's bad enough, but because of the way regulators work, if the receiving end of the regulator exceeds the pressure of the sending end, regulator flow will be pretty much nonexistent. What this means is that if atmos receives scrubber waste or engine exhaust, the scrubber networks locked behind the regulators are liable to spend most of their time shut down. As a side note, I'm currently gathering data on the efficacy of over-pressurizing the distro network, and so far, the findings suggest that it actually has a very real, substantial effect on fill rates. Once I have enough data, I'm going to fully articulate my findings and ideas for distribution in a separate thread. I'll say at the very least that the regulators as they're implemented now have very deleterious effects on how atmos is played, and their upsides are insubstantial in comparison to what we lose from having them here.
  15. It would be perfect if the Machinist were to have access to their own destructive analyzer. The protolathe game is just white collar cargo: use the printer to fulfill requests made by other departments, and upgrade their machines; It's always been completely at odds with how science is presented on station, where technically the rest of the station exists to support the science team while they do their work. On a science station, Science does not serve, it makes demands. It's completely up the the scientists if they feel like doing or even know how to do RnD, and if they actually want to be helpful by upgrading machines or fulfilling requests. If we give machinists an obligation to fulfil protolathe requests and a destructive analyzer, We'll see much more upgraded machines and protolathe items in the hands of crew members. The science team can focus more on doing whatever it is they do with the protolathe when they aren't taking requests. Supply is the perfect department to house the machinist, because it's in line with what supply, the protolathe, and roboticists are supposed to do: provide the station with equipment. About medical, though: Roboticists are at the very bottom of the medical totem pole when it comes to synthetic organ repair or transplantation, and are usually just gofers for nanopaste and organs. Borgings are so rare, them having their own operating theater for it is logistically unnecessary. The Aurora roboticist OR serves mostly as just a back up for when medical inevitably becomes a hostage warzone. If we still have one on the new ship, I say get rid of it, or move it onto deck 3 behind a command locked door. There's no reason to take out the job knowledge if the system we have in place already regulates, and can be further reinforced by mapping.
  16. Killing this game mode off now would be too premature for the reasons Caelphon outlined It's not exactly a stellar game mode in my view, but I'll take the occasional listless technomancer round over an excess of uninterrupted iterations of extended secret. We need new game modes, scenarios, and missions for the new ship before this gamemode can be vestigial enough to seriously consider removal or reassessment.
  17. The light randomization looks much better. It's not as oppressive as the full-brights while still being easy on the eyes and not eating up all the colors.
  18. The color pallet and composition of the station is ultimately what makes this look like a horribly muted ocean of grey to me. Our primary colors are grey, grey, and blue. The station was desaturated to in order to reduce the eyesore of the tiles we used to have, but with a darker station, it becomes more apparent how little contrast there is in the environment to begin with. The few colors we have that aren't appended to lights and consoles are muted to shit. The picture of central primary hall illustrates the worst extent of what I'm talking about, especially the purple tiles. This isn't "moody", it's lifeless. Contrast that with the picture of medical, where the color isn't murdered; the white tile contrasts against the dark, bringing out the green. Using more colorful lights like what Danse said would be a great idea. You could use it to set the mood or function of rooms. Give console heavy rooms cooler, cyan colored lights, or even give Xenobotany bright violet ones to simulate UV lamps, etc. The best example of color use in a dark environment currently exists on station in the engineering sublevel. We have the nice yellow of the lightbulbs compounded with the orangish yellow in the side tiling. The grilles in the center of the hallway even provide color by exposing the piping underneath, and there's caution tape interspersed throughout halls in front of engine doors and where fire alarm airlocks drop. If this thing gets merged in, I don't really care enough about the current map to want for a visual overhaul to go with it. It's going away soon. I do care if it's going to get transposed into the NBT. The ship is already quite murky in places, and it could lead to a situation where we're way too desaturated again, or the ship becomes too damn dark.
  19. I'm not really a fan of this, because it desaturates the shit out of the environment. The colors look duller and blend together. One of the reasons why I don't like playing the Torch is because they combine the shitty lighting with deep navy blue bulkheads. It absorbs the silhouettes of objects and sprites. I'd rather not lose visual clarity in a game where I'm already straining my eyes. If this ends up getting implemented anyway, I kind of want a bright mode. Not because I want to get what I want, but just to accommodate dionae. Night mode already puts them into a nervous situation, and it's going to be exacerbated when the bulbs start randomly popping.
  20. This is one of those long standing skubtastic mechanics of engineering, like how people think they can fix power nets with bad RCON by replacing power cells. I could be totally wrong on this, but I still feel like I have to repo dive and test to confirm things. I know how these devices function. You could get even better flow if you knocked out the regulators and replaced them with manual valves. Or got rid of them entirely. They do need power to stay open, after all. Many of the regulators are situated under grilles that have to be welded off, and I wouldn't say there's a precise order to their arrangement. They look cool, but I don't really see their utility.
  21. I would have to see conclusive testing before believing that. The efficiency or rate of nearly all of our pipe devices is dramatically improved when the pressure difference from the giving side is significantly larger than that of the receiving side. From my anecdotal experience, it does make a difference between a room filling up in a minute versus a few seconds. The other thing is that if people just want to keep the network at 200 kPa, they can just not fuck with the pumps. Same isn't true for people who want to go over the threshold. To be frank, I don't look forward to any kind of pipe bursting or leaking simulation, just because it doesn't add anything. Just places an arbitrary restriction on what you can achieve with pipes. There is only one way to set up atmos on bay, and that is to put in a pressure regulator, and set it to a pressure you can still remove the pipes at. It's horrible for gameplay variety.
  22. Type (e.g. Planet, Faction, System): Planet Addition Short Description: Fleshes out the Native Offworlder population of Burzsia, and incorporates Dionae. How will this be reflected on-station?: Adds more player backgrounds, gives context to some old ones. Does this addition do anything not achieved by what already exists?: Gives the native Burzsieans some proper world building, adds more material for Dionae. Do you understand that the project may change over time in ways that you may not foresee once it is handed over to the Lore Team?: This is a first draft, there are always alterations. Long Description: https://docs.google.com/document/d/1epOZAVSjqo79AR_hNTQB5lz-F66dPOr7MEWBoJQxtG0/edit?usp=sharing https://docs.google.com/document/d/16J1Pdqlyj7iXYLtGhgpryPrjK7uo89hY8hUHhq_F-dw/edit Notes: Took way longer than I hoped it would, but this is the last loose end of world building for Burzsia. The lore for the natives was too sparse, and people were asking questions about them no one could answer. If this goes through, I'll start slowly trickling in loadout shit for the planet, and then I can finally be done. For the sake of editing, I pretty much copy pasted the old article and put in my direct edits that way. Large changes made directly to the page are highlighted, though I did move some minor stuff around in un-highlighted sections to fit the new information.
  23. Most of my thoughts are on the engineering side of things, particularly atmos The first immediate concern are the pressure regulators interspersed throughout the station's distribution network. These things have their default pressure targets set to 200 kPa. This kills any attempts for atmos to overpressurize the networks in order to get vents to fill rooms faster. They don't need to be removed, they just need to start the round either maxed out, or with their settings at input 0. I don't know if the regulators are going to be important later in development, but right now they are an obstruction that limits gameplay. About the propulsion modules, it would be nice to have other pipelines or even a separate mixing line at round start to play around with. I've heard conflicting things about the engine: that it can accept hydrogen, or other gasses as a form of fuel. The bottom line is that the only fuel line that feeds it continuously comes from the precious phoron tank, and we are constantly bleeding it every time we move. At the very least, we would benefit from an additional line from the hydrogen tank output going into the propulsion rooms. The work areas for atmos are fine, but we could use another locker for the third technician. We only have two. Kind of weird that the shields are a command only thing, but I'm cool with it. Telecomms being more accessible makes up for it. My last critiques are with maintenance, and they are very miniscule. The first thing is that there are far less common areas to walk into and out of maintenance from. Unless you start hacking open doors, there's usually only one or two ways to get out of the tunnels in certain areas, particularly left hand side maintenance. It's probably a tradeoff from everything being so clumped up together, more ways to exit the tunnels into common areas could be devised over time. The other thing about the tunnels is that the loot is shit and there's no abandoned locations. It doesn't feel right unless there's an abandoned bar crammed somewhere in the back. We have all this glorious space for maint goblinry, but the things that sustain the hobo economy are not here. It's obviously not a priority of development right now, but I hope maintenance eventually gets some love. Overall though, the new ship is going to do amazing things for engineering. It's like life and activity is breathed into the department when we do testing rounds.
  24. I feel like the premise of the Grim Compact being a bunch of traditionalist refugees conveniently landing on a planet, then being led by a bunch of Hegemonic Nobles to be incongruous. The nobility wouldn't abandon their race's sole and most beneficiary power broker in the galaxy just to go play dishonorable bandit. As for the traditionalists, It just feels narratively convenient for them to all land on Ha'zana and then turn into pirates. I feel like we need to ditch the nobles leading the Compact at the top in favor of a Hegemonic trading guild that was severely down on their luck, and getting consistently neglected by the rest of the Hegemony. So much so that they have to band together, start raiding, and disrupt Hegemonic trade so much that the government is forced to recognize them and integrate them as an irregular force in their navy/trading empire. Turn their creation into a caste shake-up that's a consequence of the changing times. The Influx of traditionalists, wastelanders, and other weirdos shouldn't come from primarily from Ha'zana. I think the best way to do it instead is if the Compact literally flies down onto Moghes, and impresses wastelanders into service to replace their numbers. Ha'zana feels like a first draft or iteration of a planet right now. It could either use development, or removal. Either option is worth consideration. Giving the compact their very own private moon or planet would be a good way to showcase their power. I agree with this, and the people in lore already have some ideas for general piracy expansion. The grim compact is intended to be a place where someone can reasonably pull out a character background. Having them turn into a rule-abiding, sanctioned trade fleet/privateers is a step in the right direction.
  25. Someone who has been gone for a long time is going to have to play catch up, no matter if they have any whitelists or not. I could see situations involving people operating with archaic lore so off the mark and disruptive to the point where confrontation or a whitelist strip might be necessary; however, it's a niche enough issue to the point where it could reliably be dealt with on a case by case basis. We're already starting to see a consistent trend of ancient command characters creeping back into the server with the countenance of deer caught in headlights, but something similar hasn't manifested with old species whitelist holders. I don't think we have to impliment something similar to what's going on in the other thread.
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