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Kintsugi

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About Kintsugi

  • Birthday 28/08/2001

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  1. Ckey/BYOND Username: Kintsugi Time in the Aurora community: Six years continuously, beginning in November 2019 Position Being Applied For: (Wiki Maintainer, Lore Developer, Deputy Lore developer): Human Lore Deputy Have you read the Lore Team Rules and Regulations wiki page? Yes Past Experiences/Knowledge: I have collaborated extensively with the human lore team and the lore team more generally over the course of these last six years. Examples of Past Work: Visegrad and a number of other things. I’m working on a rework of Visegrad right now that I feel would be the best representation of my current writing skills, and I can share that upon request. Why are you applying for the position of human lore deputy writer? Why do you think that you would be good in the position? I’ve been a member of Aurora’s community for six years now, and during that time human lore (and the server’s lore more generally) has been a defining part of why I’m still here after all this time. I think Aurora truly has something special with regards to our lore, and during my time in the community I’ve always been eager to contribute and participate in its continued development and the greater overall experience that it provides. I think being a human lore deputy is one of the best ways to further take part in that. I feel that I would be a good pick for the position due to my deep familiarity with the subject matter, my history of collaboration with members of the human lore team and the greater lore team as a whole, my extensive experience contributing to Aurora’s lore and interactions with the community in that regard, my demonstrated writing and worldbuilding skills, and most importantly the intense passion I feel for human lore as a component of the best SS13 experience I’ve yet experienced - Aurora. What is your favourite part of Human Lore and why? If you submitted something for canonisation that was indeed canonised you may not select that as the answer to this question. This is going to be a very broad answer to this question, but I think my favorite part of human lore has to be the worldbuilding - I think that human lore has a particularly consistent vision for the world it presents, and I’ve long been deeply invested in the narrative interwoven into the lore itself. I think one of the things that makes our server so unique is that we essentially have an ongoing space opera as the backdrop of our setting, and I think human lore is a huge part of why that is and why our lore is so special. I have long loved media wherein the world described feels real enough to be tangible, and I think human lore manages to achieve this owing to the consistent vision that it has been written with for several years now and the breadth of meaningful and thoughtful detail put into the material itself. What do you believe are ways that the Human Lore Team could best implement the phoron scarcity to our various factions and locations throughout the setting that would reflect the gravity of the in-character situation without grossly compromising the out-of-character things that make each faction and location unique and compelling? I think something that we don’t pay enough attention to as it is are the more tangible material and economic conditions that the scarcity has imposed upon the people of the spur, and how the various factions and locations within it are experiencing and coping with that crisis. I think that further exploring and building upon this aspect of the scarcity is a perfect opportunity for us to both implement the scarcity in a meaningful and effective way and to provide more material for the playerbase to work with in the course of roleplay. Beyond that, foreign relations is a key potential area for attention with regards to implementing the phoron scarcity, as the factions of the setting now have a fairly existential crisis on their hands, and not all of them are as equally impacted by that crisis. That asymmetry presents plenty of opportunity for conflict and interaction both in the macro, setting-focused perspective, and on a more player-facing scale as well, and is something I’d really like to further examine and build upon. What do you believe are the current strengths and weaknesses of human lore? Why? What would you do to improve upon the weaknesses? Please do not mention offworlders in your answer to this question. We know that they are a weak spot and that they require action and would prefer to hear perspectives that do not highlight this area of human lore. I hope this won’t be considered double-dipping on answers, but as far as strengths are concerned, I would like to identify the consistent vision and the quality of the worldbuilding as key strengths for human lore, as I outlined above. Another strength of human lore is also one of its most significant weaknesses - the sheer breadth of the material that human lore has to work with means that there’s never a shortage of potential avenues for exploration and further development, but that also means there’s a tremendous amount of ground for a team with limited manpower to cover and maintain. The amount of detail and thought put into much of the lore as it is means that you’ll have plenty of very interesting, very useful things to read - but simultaneously, the sheer amount of material can oftentimes be very intimidating for newer players, or those who don’t have much time for reading on their hands. While I have always been of the opinion that this breadth of writing is necessary for our setting to be as enjoyable and fleshed-out as it is, I do think that there’s a lot to be done to address these problems - some ideas I have for doing so that I’d like to float would be “article complexity” and “setting importance” ratings for pages, which could be useful ways for players to determine at a glance how advanced and important to the overall setting an article of lore roughly is. More generally, organizational tweaks of this nature would go a long way with increasing the approachability of human lore to those who might find it intimidating. Beyond that, I would really like to explore avenues for increasing player involvement with regards to contributions - I think human lore can be somewhat opaque in what its goals and priorities may be at any given moment, and players who might otherwise be interested in submitting lore canonization applications may end up not doing so out of a desire to not invest time and effort into something that may not be wanted by the team - regardless of how realistic that concern may or may not be, it is one I think we should try to eliminate. I’m not sure how realistic a concept this is, but something like a public “bounty board” where the team posts pages that are in need of work but aren’t high enough of a priority to devote the attention of the team to alongside a general vision for what is desired from those pages might be a good way to drum up contributions and encourage people to lend a helping hand. What are three projects (medium-to-large size additions, arcs, or reworks) that you would like to complete during your tenure as a Human Lore Deputy writer? Please do not mention new locations or factions in this answer. The first project I’d like to mention here is an Elyra rework - it is widely understood to be a faction in dire need of some attention, and has long been in a position of largely ignoring the greater setting at large, along with being perhaps one-note in its writing. With the phoron scarcity and the recent hints of underlying instability in mind, I’d really like to take a crack at increasing the dynamism of Elyra and making it a more attractive option for the playerbase to interact with. Second, a refactor of the Coalition’s internal politics is something I feel the faction would benefit greatly from. Since KOTW, the Coalition has been experiencing a lot of internal and external strain, but this hasn’t always been adequately reflected in the writing, or at least insufficient attention has been paid to it. Like in Elyra’s case, there’s also a lack of integration with the phoron scarcity that I’d be very keen to address as well. Lastly, the interstellar relations page is in need of a total rework, with a mind to bringing it up to date with recent developments in-world and, again, especially the phoron scarcity. Collaboration with other species lore teams is a key part of what I have in mind, and I’d really like to further set the stage for how the human factions interact with the alien factions over the matters of phoron and the shifting balance of power in the spur. What is an idea for a future arc that you would like to have a part in writing and organising in the future? If you provided an arc(s) as part of your answer for question 3, you may expand on the ideas for that arc(s) here, or you may provide another idea. As I mentioned in my answer to the last question, Elyra is in a spot of needing urgent attention in order to bring it up to par with the rest of human lore. I think that plunging it into crisis would be the best way to do so - and the foundations for such a crisis are already fairly easy to see: Elyra’s entire society is reliant on a resource that the spur is rapidly running out of, and it relies on the brutal exploitation of its immigrant population in order to maintain access to that resource. A simultaneous economic and security crisis would be all but disastrous for Elyra, which is increasingly finding itself isolated diplomatically and unstable internally. It could be that the NCP worker population dries up due to declining immigration, the security crackdown, or strikes and labor movements among the workers - it could also be that interdiction of Elyran traffic by pirates and privateers makes it too dangerous for new arrivals to attempt the journey, or a conflict with Dominia or the Hegemony shuts down travel routes and prevents some regions from accessing Elyran space altogether. It could even be that Elyra starts running out of phoron prospects, or the quality of Elyran phoron increasingly declines as the highest quality deposits are exhausted. The Elyran state is so fragile that the factors that could lead to state failure are rapidly piling up as the spur becomes more dangerous and desperate, and it could plausibly only take a few problems striking to cause such a crisis - and when it does, there are catastrophic potential ramifications for the entire nation. Have you ever been subject to any warnings, strikes, or bans from the Aurora moderation team? If so, how long ago were you and for what actions did you receive moderation action for? Answers for this question should include actions taken on the game server, discord servers, and forums. I’ve been on Aurora for six years now, and few people can be in a community as long as that without getting dinged for a few infractions. I think I have one warning from several years back, and maybe a few strikes over all six of those years. I have never been in any real trouble. OPTIONAL: Do you have any miscellaneous comments or remarks for the Human Lore Team or the community? Sorry about the relative brevity and for taking so long to post this application. I’ve been busy with work and my living situation is a bit dodgy atm (no computer rn for example, so I did this application on my phone) I also took a very long time deciding between applying for this or deputy loremaster, but ultimately decided this was the better choice right now.
  2. this would be a good first coding project, if you'd like i could help you through the process of adding this on the aurora discor
  3. The point of this thread is to gauge community interest and to generate discussion around the concept of debilitating injuries - anyone on Aurora who has experienced serious injuries ingame and survived will know that the health system in Aurora is not quite as sensible as it could be. Critical injuries, once healed via surgery, chems, or other treatment option, are essentially non-concerns. Due to the way the health system works, a character who gets down to 1% brain activity after losing half of their blood and breaking all of their limbs will be perfectly fine once they've recovered, in spite of the severity of those injuries and the timeframe of treatment. While some things ingame, such as bone repair and soft tissue regeneration can be explained by advanced futuristic technologies, this nonetheless is not very conducive to roleplay or gameplay in my opinion. It lowers the stakes of combat and encourages players to engage in risky behavior, as their wounds are meaningless so long as they don't die. Many people are familiar with playing security or other combat-facing roles and being treated for critical injuries multiple times, only to return to the fight immediately. A potential solution to this problem would be to add permanent debuffs after suffering significant-enough injuries for the duration of the round. Examples of this would be bones that were broken and surgically repaired being twice as fragile for the rest of the round, organs losing some effectiveness (especially stamina regeneration and capacity for things like the heart and lungs), or traumatic brain injuries after suffering massive brain damage that cause confusion and decrease overall abilities. The idea here is to add consequences to severe wounds which individually are not crippling, but nonetheless make you less effective, especially as injuries add up. In general, I believe this system would be an overall boon for gameplay and roleplay.
  4. The purpose of this thread is to gauge opinion on the subject of an ingame voice babbler, which would play randomly-selected phonemes in order to generate nonsense words in a nonsense sentence. The most familiar example of a system like this would be Animal Crossing's dialogue, but other SS13 servers (IS12 and Goonstation come to mind) do have babblers. I'm of the opinion that a character's voice is one of the few things we have yet to capture ingame, and in failing to do so we've created an environment where certain things that might be a boon for roleplay (for example, overhearing someone speaking off-screen and using that to guess where someone may be, etc) are not possible. I think this system would obviously need to be a preference toggle, and you would need some degree of control over what characters sound like - I imagine the best way to do this would be with pitch modification. Distinct species could likely use different sounds to distinguish their speech.
  5. folks, they're stealing our elections, we can't have a radical like RACIST TORVALD in charge of Biesel, they rigged it because they hate freedom - and the fake news media, they're not saying anything about it - because frankly, they're in on it, you know, the voter fraud in the CRZ - it's crazy, look at what's happening to Biesel, they're trying to make us like Sol folks, they're trampling all over our Biesel values, and, you know it, and I know it, and it's just, just so true.
  6. I don't have much to add personally as I haven't really wanted much to do with SS13 at the moment, but I have to say that as an ardent proponent of the independent setting over the corporate setting, I think this concept obviously has a lot of merit.
  7. I personally had the idea of adding an investigations version of the camera drone that journalists currently have that would be visible on the security network, but the conclusion that I came to was that giving security any form of camera like this would just be a tremendous nerf to antags - it just becomes all the more impossible to evade detection and dogpiling. I feel more or less the same about this proposal, unfortunately.
  8. I'm pretty sure I've hit my ten year anniversary of playing ss13 as of this month

  9. 2014 was 5 years ago

    1. Shimmer

      Shimmer

      feel old yet? 😕

    2. Dreamix

      Dreamix

      Cambrian explosion was 538 million years ago

      (solid snake smoking and turning old gif)

    3. Skull132

      Skull132

      Skyrim was released 13 years ago.

  10. one week bad luck

  11. Shimmer makes a great point. Caseless ammo is absolutely going to undermine the visual spectacle of a firefight and I think we shouldn't have it. In fact, I see no point to the addition of caseless ammunition at all except how "cool" it sounds, but in practice it's genuinely much worse game design. Spent casings are an important part of the evidence/investigator gameplay loop. In general, I think this PR is a net negative. It doesn't really solve the problem of real-world calibers being all we have, merely shifting most of them around to much more LARP-y alternatives. I really don't see what this is going to accomplish meaningfully.
  12. ten thousand years of bad luck

  13. As the OP, I'd like to point out that the point of this thread was to make the XO into the ship's 2IC, not to make the XO into the ship's 2IC while maintaining the present species allowances - not trying to be a jerk, but at this point this thread's purpose has been achieved and discussion about species restrictions should probably be moved elsewhere.
  14. What about (and this is very much a working name) "expedition tokens"? These would, ICly, be items issued on behalf of the SCC to SCC employees who participated in an expedition or SCC "operation" (again, for lack of a better term), as a token of appreciation on the SCC's part and to recognize an employee's participation in such. They'd be small coins or badge-like items that have no actual value but would have a unique item sprite and could fit in wallets and would have a description that briefly summarizes the relevant arc. You could also lean into the unfeeling megacorporation angle here too - maybe each token has an insultingly trivial bonus to it, like a 3% discount at SCC retail locations or something, and that's all the SCC gives you for risking your life (or something, just an example). Inspiration here are things like boy scout patches or, if you're comfortable with an example with a basis in a military tradition, things like challenge coins (frequently used outside of the military!)
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