Jump to content

Kintsugi

Lore Writers
  • Posts

    568
  • Joined

  • Last visited

Everything posted by Kintsugi

  1. I must make a disclaimer that these sprites are not my design, and are borrowed and kitbashed to fit here on Aurora.
  2. It shall be done, king.
  3. Or remove the armored variant and make it so armor doesn't look like clothing and clothing doesn't look like armor. If sec officer is about playing dressup to you, do it at your peril.
  4. Because is seems Wezzy has reversed his position back to his original one regarding armored officer jackets, I must once again try to make the case that they are a net detriment to the server and the server's atmosphere. When you see this, what do you think of it? Because in my eyes, this is a component of a dress uniform. It has little coverage for the torso, it has shiny silver buttons, so on and so forth. This is not a component of normal officer patrol wear - this is something a security officer wears for special occasions. There are countless reasons why a security officer would not wear something like this for patrol clothing - from inefficiency, to comfort, to choke risk, to the fact that intimidating people is part of the job, and a jacket that looks like you'd be wearing it to the secofficer's ball is not intimidating. Additionally, there is a matter of atmosphere. In our oppressive corporate environment, how do you want armed corporate goons to appear? Like a friendly neighborhood bobby, wearing a uniform that's practically their sunday best, or A private security contractor working for a megacorporation that regularly abuses the rights of it's employees? Given the current equipment of the security department, I'm inclined to believe it is the latter. The fact of the matter is that this is not armor. It is not supposed to be armor. By design, it is not something you would wear into a combat situation. You wear it to look nice, for a nice event. You do not wear it alongside a helmet, wielding a laser rifle. Additionally, this would have an item that is identical to it without armor values. So, yes. There will be trouble identifying whether an officer is armored. Additionally, this is a sec officer buff. This armor will be SUPERIOR to the plate carrier by virtue of having more storage, while having identical armor values. All in all, a discord user said it best: Armor should look like armor. Clothing should look like clothing. I personally intend to work on this after my current PR goes through by way of removing the extant armored clothing current in the game.
  5. You should have to decide between style and defense in a combat situation. Why would a simple jacket have the same level of protection as a kevlar plate carrier? It doesn't make any logical sense - and it also hampers quick identification of security officers who are ready to fight. I can imagine an antag going in, thinking an officer is unarmored (because, after all, they ARE unarmored), only to find out that their jacket has a magical enchantment and the thin cotton can stop half of the damage they're dealing.
  6. Alright. Sol Navy Crewman: Sol marine in service uniform (Hat is not new, uniform is): Sol navy service uniform (hat changes depending on the rank you'd want to depict): Sol junior officer: Sol senior officer: Sol admiral uniform is in the thread OP.
  7. This is a lot of time and effort so if you want to get a better idea of it, sure, but I'd prefer it if you tell me specifically which you want to see, for comparison purposes
  8. https://github.com/Aurorastation/Aurora.3/pull/10510 The new sprites: The old sprites: Frost in his new uniform: Frost in his old uniform:
  9. I'm fine with this, I guess. I mean, I guess I'm kinda fine with this. Too many sec dressup options can spoil the look of the department, though. I'm fine with this. I absolutely detest this, I in fact detest it so strongly that I'd rather see this PR not merged at all than merged with this in it. The armored officer coats for the HoS and warden are leftovers from a bygone era that take us into anime-esque territory. Remove the HoS and warden jackets, I beg you, and do not give them to officers either. Armor should LOOK LIKE ARMOR. I am not a fan of this. I preferred the old shape.
  10. "Adelina, it'll be alright." as I make a noose to hang her with
  11. I don't support this change. While I think the current sprites have a minor inconsistency issue as far as contrast with the rest of the server is concerned, I do feel that they're still better than these proposed replacements- which bear far too much resemblance to the security .45, in my eyes.
  12. A high quality security team and a high quality mercenary team will always, always, always see the security team beat the mercenaries. Why? By virtue of numbers and the cooperation of the station- there is very little that the mercs can use to get a one-up on sec. The only thing that can really turn the time is an expertly placed bomb or an absolute armory blitzkrieg.
  13. What in tarnation
    I can't believe you seriously allowed Joe to participate in this. What a disaster!
  14. What is an ERT? A miserable little cheat! I'm going to open with this: On this roleplaying server, who should be solving problems - the characters of the station crew, or a heavily armed group of faceless goons who are non-characters and can in 95% of scenarios wipe out the antagonists on their own? If you answered the latter, you may be a validhunter! In all seriousness, I do not think ERTs are conducive to creating interesting stories. Think about what they really bring to the table - at most, they might attempt to be mediators or simply support for the station. At worst (and in most situations), they take the situation out of the hands of the crew and place it solidly into the hands of the ERT, who will almost always be better equipped to deal with any problem than the crew is. The ERT is not a roleplay enhancement: the distress beacon is an "I win" button, that command clicks when they're forced to deal with the prospect that the valids may not be completely secured. Interesting scenarios, such as the crew being forced to arm themselves and attempt to fortify a location long enough to evacuate, or deal with being subjugated by an occupying force, or trying to attempt a valiant last stand against an enemy they may not be able to defeat? The ERT prevents this. A mercenary team can play admirably, roleplaying along the way, and if they're successful enough? Well, inevitably, the valid squad will come to shut down their round. It simply isn't fair, and it isn't fun for anybody except the valid squad. The worst situation ERTs can lead to is a premature distress beacon, when command totally jumps the gun on calling an ERT and effectively shuts down the rest of the round. Now, I do not actually propose outright removal of the ERT - I would actually really like if we did remove them completely, but I don't think enough popular support exists for this. What I do propose is: 1. The disabling of the NT-ERT - as it is obscenely powerful - and replacing it with something adjacent but less-capable, like NT civil protection. 2. Making it so an ERT cannot be sent without admin approval during a round when an admin is online. If any admin is not online, the distress beacon can be sent without approval. 3. Delay the spawning of the ERT, so it takes a considerably longer amount of time for them to arrive. Also welcoming additional suggestions.
  15. Wholly opposed to option number 1, as medical residents IRL are considerably older than 17 typically. I'd rather go with 2.
  16. Nobody is allowed to say "improve don't remove" except the person who will be coding these improvements. It is a rule (in my book, anyway), comrade
  17. Bump. I actually just went to make this thread before the forums politely reminded me I had already made it in the past. I'm going to approach the subject of wizard more diplomatically. I am sure that to some people on Aurora view me as an individual who makes scalding denunciations of things he dislikes, and to be sure this is quite true. Ignoring every other statement I've made about wizard, there's one thing people can agree on, I'm sure: Wizard is flawed by virtue of being a single antagonist gamemode that must engage the entire station. They are a high visibility, low capability antagonist that is alone. While I do not like wizard, I will not suggest removing visitors, magistake, or other gamemodes that incorporate wizards. Why? Because mixed bag gamemodes have a cast that can support the wizard. The antagonist to crew ratio is entirely skewed out of whack with wiz. I have seen many wizard rounds where there are forty, fifty, even sixty people on the server-- Which invariably leads to a brief wizard incursion that inevitably (d)evolves into extended. Wizard simply cannot support a station of more than ten to fifteen people. If people do not want to lose a chance to play wiz, increase the odds of visitors or other wizard-including gamemodes to compensate. This post is solely being made to point out that wizard is not viable as anything but an ultra-lowpop gamemode. Please ignore the rest of this thread, with that in mind!
  18. I liked the original onmob spriters and believe it unfortunate that they are being removed. However, I am glad to see the current ones go. No offense to whoever made them, but the sprites are just too huge.
  19. Mel is a great bean and in the past I've had a great time roleplaying with them. I'll always remember our first interaction on Aurora, and they were one of the first people to really speak to my character at the time. They have my support, +1
  20. I hate ERTs. I think they take the problem out of the hands of the crew, and instead put it in the hands of faceless goon non-characters (oftentimes respawns of dead sec officers). +1 from me, at the very least it'll make it so the crew might handle their own problems sometimes. Yes, but you can get guns from cargo AND call an ERT, which will instantly arrive. With this change, you'll have to choose between waiting for an ERT, or instantly receiving a shipment of gear.
  21. Woe unto rev, that most unengaging of gamemodes! For eons, rev has plagued HRP servers as a conversion gamemode, where others have thrived. Consider cult- By all means it should be less successful as a mode than rev is. It is a much louder mode, attracting security's ire more quickly. It is a mode that is less grounded and therefore harder to deal with realistically. It is a mode that would, logically speaking, attract less characters to the antagonist's side. And yet, cult can destroy the station. It can embroil it in chaos, force an evacuation. Cult is the successful conversion gamemode, and rev is the mediocre one, a filler mode that frequently begets nothing but disinterest. A "successful" rev round would be lucky to see a fifth of the action that occurs during a successful cult round. Why is there such a contrast? Because of two things: an endgame, and an ultimatum. Consider the conversion process for rev- You are given a choice when someone attempts to recruit you. "Yes" or "no". What are the consequences for declining? Nothing. The recruiter may attempt to attack you- but more likely than not, they'll move on, unwilling to blow their cover over a single person. And chances are, you'll either politely not inform security of this sedition, or you'll give them a one way ticket to the permabrig. Now consider cult- Your choice? Conversion or death. Like a zealous inquisitor, the cultist who has captured you will press the conversion attempt until you dissolve into nothingness or join their ranks. Unlike rev, your choice is to die and be removed from the round, or succumb and continue to play. Naturally, this is far more effective from a gameplay perspective. This is why you can see rounds where there are a dozen cultists. If you found a rev round with a dozen members of the fellowship or the contenders, I would be impressed. Astonished, in fact. Now, consider the endgame for rev: There is none. You set your own goals, but as far as achieving them is concerned, there's no tangible reward. There's no goodies. No impressive spectacle. No annihilation of all order on the station, unless you somehow manage to kill the entire security department and their respawns (in the form of an ERT). Meanwhile, on cult, you summon an eldritch blood God who annihilates the station and evaporates all those who come into contact with him, turning them into constructs of his nefarious and foul faith. An evacuation is forced, and if Nar'sie is summoned, it'd be a lucky thing indeed to escape alive. Here's the thing: Rev's problems come down to two things. A lack of engaged manpower on the side of the antagonists, and a lack of goodies. Even if cult can't perform many conversions, they can create constructs that close the gap- they can summon ghostpeople to serve as their faceless shock troops. And as far as rev equipment is concerned, their leaders can summon some guns. That's the extent of things. I am a total advocate for player agency, but to be frank, the choice system for rev does not work. 90% of characters do not wish to be engaged willingly. Simple fact of the matter? Rev leaders need to have a way to force the allegiance of crewmembers. Even flashrev would be preferable to choicerev. What I would propose is some sort of brainwashing device- similar to cult's conversion method, it would give the player a choice- join, or die. Or in this case, have your brain wiped and replaced by a brand new, fresh consciousness. As far as an endgame is concerned, perhaps if one side captures a comms console, they could summon a large term of well-equipped mercenaries to help them out? Better, high quality equipment? Something that really has the same oomph as Nar'sie. All in all, suggestions welcome!
  22. Yes king, it'll be ready shortly.
  23. If size is a concern, you'd be better off removing some songs we have that aren't particularly good. Anyway, Bay has a very good song called "phoron will make us rich", which I've always loved. I'd say the hardest part about finding recommendations is finding songs that feel like they belong in our setting. https://www.youtube.com/watch?v=4goUdEQ5ifA
×
×
  • Create New...