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Everything posted by Kintsugi
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DanseMacabre's Human Lore Deputy Application
Kintsugi replied to Kintsugi's topic in Developer Applications Archives
While your other concerns are perfectly valid, I wanted to point out there is proof to the contrary in regards to this one (and the next one, to a degree). I point to Visegrad as the clearest example - While I do not personally like megacorporations, I recognize their value and general importance to their setting, and this is clearly shown by the fact I used megacorporations fairly extensively in the course of writing Visegrad, especially as hooks for characters. The economy section is five paragraphs long and almost wholly devoted to information regarding megacorporations and how they'd impact characters coming from the planet. Usually these are statements I tend to make IC, from a character's perspective. It is entirely possible this is a statement I've made OOC, and using the "corporate ships vs. military ships", as an example, this is actually something I have asked the Human Lore team about and I was given that as an answer. While that's not definitive and not set in stone, I try not to make things up on a whim and if there's something ambivalent, I always go to official channels to try and fill in the blanks for myself. Moving on to the actual questions: The answer to this is fairly straightforward: The same way I tend to currently handle rude/insulting interactions within the community. I will continue on and focus on maintaining an objective tone to address the subject at hand - if a difference in view or opinion is irreconcilable, I will say as much and try to end the interaction by agreeing to disagree. The truth is that not everyone can see eye to eye - you can only debate something up to a point, before it becomes clear that no resolution is possible. If the other person involved escalates to breaking the rules, I'd do what everyone should do - contact moderation staff and disengage. The so-called "corporate culture" of the megacorporations is probably one of their most redeeming aspects, in my mind, and oftentimes responsible for the aspects of the megacorporations that players tend to enjoy most, as demonstrated by portrayal with characters and OOC sentiments on an anecdotal basis. Personally, I would like to even further develop the "culture" of the megacorporations (NanoTrasen springs to mind as being the megacorporation most in need of "cultural" development, though all of them could use some love) and make them a more prominent aspect of what the corporations are and how they would influence people's characters. However, I don't want this to be something that is really moderated OOC - while we should encourage players to factor corporate culture into the characters they play, I personally understand reservations about how this would influence character design freedom - IC moderation is the best route. This is an underwhelmingly straightforward answer, but to put it simply I would like to make them less isolated. The Scarabs are a nomadic, itinerant people - and yet, they seem confined to obscurity within the Coalition of Colonies. It'd be a fairly comprehensive rework, but I'd like to change their history completely, their culture some, and then shift them from being an outcast group of ships that only seem to exist because we're told they are, locked away in the Coalition, and instead have them develop and deepen their ties with various polities and worlds, all while actually taking advantage of their status as an itinerant people - by having them truly move throughout the world, potentially (or even especially) outside the Coalition itself. By having the Scarabs specifically interact and develop relations with existing planets and countries, more hooks are provided for Scarab characters and as a whole they become better integrated with the rest of Human Lore and humanity. Nationalization was a solution that brought problems of its own, in my mind. Nationalization without a doubt lessened the power of the SCC in regards to the Solarian economy, and therefore limited its influence on the Solarian state and nation in general. In turn the power of the Alliance's government will have increased, and the prospects of long-term stability and economic independence strengthened - however, this would have come at the cost of major short-term economic damage and a marked increase in instability, both socially, politically, and economically. With deliberate sabotage employed by NanoTrasen as it withdrew and Hephaestus playing hardball and refusing to comply, it wasn't a clean process and mass nationalization always upsets the economy greatly, especially if one is dealing with something as powerful and pervasive as a megacorporation. There's also the fact that it caused a major upset in relations between Sol's government and the SCC corporations that remained. Some corporations that are key to the Alliance's power, particularly Hephaestus and Zavodskoi (due to their important relationship with one of the main sources of Sol's power, the military.) are now alienated from the Alliance itself - with places aforementioned aspects of the state in jeopardy. The necessity of deepening ties with Einstein is also a side effect of nationalization, which means that Sol may end up having to trade one problem for another - the SCC might be weakened and NanoTrasen eliminated, but another corporation has been empowered as a result. Sol is a hybrid regime - with elements of both authoritarian and democratic rule (though at the moment, the scale is tilted in favor of the former, to be sure.) Hybrid regimes tend to have a significant corruption problem, and when you compound that with Sol's extant issues with political factionalism and Caesarism, and combine that with the sudden mass transfer of corporate assets to a government-owned entity, the Alliance is also probably facing a potentially severe corruption epidemic, as government official and military officers are presently in a position to profit massively by embezzling these new resources. Sure, why not? If another team needs help and I can give it, I wouldn't mind lending a hand, provided it's within the realm of my capabilities to do so in the first place. -
DanseMacabre's Human Lore Deputy Application
Kintsugi replied to Kintsugi's topic in Developer Applications Archives
I am personally a big fan of the Coalition as a tent of many countries in lieu of the Coalition as a federal entity. I, personally, would rather see the politics of the Coalition played out by focusing on the individual planets - with the major three of the Himeo, Xanu Prime, and Gadpathur forming impromptu camps that other planets of the Coalition fall in behind on various issues as they come up. This, I feel, offers the most narrative potential and stays true to the Coalition's origins as a defensive alliance that consists of very many, very different, sometimes opposing, polities. On a more personal level - I feel it is considerably more interesting for the Coalition, as well! As I mention in my application, the Badlands is a highly dynamic region with a lot of potential - with five species present and just as many states to work with, as well as pre-existing tensions and a lot of room to further develop things, I'd consider it one of the foremost potential foundations for arcs and further development, narrative and otherwise, within our lore. I also think that it'll end up being a player favorite for this reason - and visiting the Badlands on the Horizon is going to be a lot of fun, I think. At the very least, the Badlands is something I'd really like to work with, should I be accepted as a deputy. This one is more difficult to work with because I'm missing half of the pieces of the puzzle (other teams' ideas matter quite a bit in regards to developing interspecies lore). However, one option that sticks out to me and I feel is worth pursuing is, predictably, in the Badlands - developing the relationships between the alien states in the Badlands (PRA, DPRA, and Hegemony) along with the human states (The Elyra, Dominia, and Coalition) and expanding the interplay and interconflict between these oftentimes-opposing states. I'd also like to expand upon the relationship between Jargon and Sol, which has oftentimes been neglected and underutilized since (and especially during) KotW. Another entity that interests me and I'd like to see expanded upon is the Tajara Revolutionary Army within the Wildlands - while I don't think it should necessarily be a major player, it is a unique one and definitely should play some role in further development of the Wildlands and the warlords. If you'd like further elaboration, just let me know. -
DanseMacabre's Human Lore Deputy Application
Kintsugi replied to Kintsugi's topic in Developer Applications Archives
I personally don't think it's accurate to say I have issues with non-human lore in general - moreso that there are a couple of species I'm personally not a fan of, and perhaps I don't exactly see eye to eye with certain writers. I love Tajara lore and have a Taj whitelist, and I do have an Unathi whitelist (And I'm planning to get an IPC whitelist at some point), as just a few brief examples of how I have, in principle, no problem with non-human lore as a whole. I foresee absolutely no problem with interspecies coordination in regards to any species, even the few I'm not so fond of - I think interspecies lore is definitely a boon for the lore as a whole, as long as it is logically sound and doesn't feel contrived or forced. While I acknowledge I haven't always been entirely fair to every species in regards to my views and how I feel about them, I also feel that I can conduct myself in the way that'd be expected of any member of the lore team. Just because I don't see eye to eye with someone or I do not necessarily enjoy certain things does not mean I cannot have a civilized conversation or working relationship with those people. -
Ckey/BYOND Username: DanseMacabre Discord Name: DanseMacabre#6742 Position Being Applied For: Human Lore Deputy Past Experiences/Knowledge: Examples of Past Work: Additional Comments: Now, onto the questions. 1. Why are you applying for this position and why do you believe you would make a good Human Lore Deputy? 2. What is your favourite part of Human Lore and why? What is your least favourite? 3. What are three projects (medium to large sized additions, reworks, or arcs) you would like to do or help organize if made Human Lore deputy? 4. What do you believe are the current strengths and weaknesses of human lore? Why? What would you do to improve upon the weaknesses? 5. Recently there has been discussion in the community and among the lore teams about Offworlder Humans. If made deputy, what is something you would want to do with Offworlder Humans as a whole and/or their various factions? 6. There is a current open thread on community suggestions for a planet page for Eridani I. If you are accepted as a human lore deputy, you along with the rest of the Human Lore Team, would work on this planet. What are some things that you would like to implement on Eridani I's new planet page if given the opportunity 7. Have you ever be subject to any strikes or bans of any kind from Aurora's moderators or admins? If so, how long ago were these actions and what were they for?
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This is already the behavior with a lot of pistols.
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Why do you, personally, want this change? And what is the basis that you make the claim that what we have is insufficient for the playerbase?
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An away site can functionally be very simple or extremely complex. As for how "out there" they can be, I would stray from anything that is 1. overpowered or 2. immersion-unfriendly. There's no standard here to my knowledge but you're going to way things to be balanced and to be immersion-friendly. As for what "we're looking for", I can tell you that we do very much need exoplanet ruins - these spawn randomly on asteroids and planets and our lack of them is why we don't have exoplanets spawning and why the asteroids are so boring. They could presumably be anything that makes sense in that given circumstance.
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True. Having an away site or ruin with fully-fledged atmospherics or power systems would definitely set them apart from most of the ones we have atm
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Have you ever looked at the server and thought - Man. We don't have enough away sites and ships. And exoplanet ruins? Don't even get me started! It's a barren wasteland! Well, here's what you should do - map them yourself, and I'll add them for you! That's right, no coding necessary. Unless you want to learn. In that case, I'll help you. But if you're a humble soul who just wants to dip their toes into the contribution waters with the easy-peasy-lemon-squeezy contribution format of away site mapping, look no further - I'll teach you how to get started and I'll handle the rest when you're done. First, you'll need two things. 1. A copy of the Aurorastation source code, downloaded at https://github.com/Aurorastation/Aurora.3/pulls And 2. StrongDMM, a mapping program, downloaded at https://github.com/SpaiR/StrongDMM All you need to do is extract both somewhere specific on your computer. I don't care. It's up to you! You just need to have them some place you won't delete them or something. Now you just have to: Launch strongDMM Click "File" in the upper left corner Click "Open Environment" Navigate to your extracted Aurora code Open that folder Click "aurorastation.dme" and open it. It'll look like this. Then, once it has loaded: Click "File" in the upper left corner Click "Open Map" Navigate to the maps folder, and then one of the subfolders, depending on what you want to map Click a preexisting map And use that as your base! You can delete it completely if you want. StrongDMM is very intuitive to use - the buttons here: Are your selection modes This Is your environment tree, which contains all objects in the game. You can search for them to find specific things, or navigate through the tree - which will take much longer. And this Is your object selection and the variables preview. Variables are things like direction or special names or whatever. You'll figure them out as you go along. From there, you can begin mapping! You can make full-blown away sites, or ships, or you can make exoplanet ruins, which can be very small - if you don't want to map anything big. Exoplanet ruins would be great right now, because we don't have any! If you have any specific questions, just DM me. And just remember - I'll add whatever you add to the game for you! No need to do it on your own. When you're done with something, just click file - save as. You can always come back and work on it at a later date, too.
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Going to play devil's advocate here: The scuttling device doesn't need secrecy. It is common knowledge the ship has one, and it is totally inert and safe unless the SCC provides a code to detonate it. If anything, it is good that it is outside the bridge. In a situation where you actually need to scuttle the ship, you don't want it to be isolated (and therefore vulnerable) and hard to get to. You want it to be in a location that is easily accessible and easily-defended. As for the vault, I guess there's no harm in having one... Except that I've always found that "rob the vault" gimmicks are very, very boring. The contents of the vault are meaningless and vault gimmicks just tend to not be engaging.
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I am not suggesting we mechanically remove artifacts or golems. I'm just saying all we should do is decanonize. Their mechanics are, as such, irrelevant in the course of this discussion. "Rework don't remove" is a platitude repeated since time immemorial, one that is empty and has a similar outcome every time: here's the fact of the matter. It's easy to say "rework don't remove", but it's a lot harder to actually make that happen, and hoping someone else is going to do it just isn't going to work.
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I'm going to keep this brief. Perhaps on account of the setting change to the Horizon, we've recently had a number of situations where golems and especially artifacts (in one situation, a machine that makes crabs out of thin air) appearing ingame. While these are fine in the course of gameplay, they are largely incompatible with our setting and dissonant with our tone, as evidenced by the frequent mentions of these entities in the relay and the cyclical and bizarre conversations that they bring about. No, I'm sorry, machine that draw out your blood and turn them into green blobs of flesh or create infinite sources of food don't belong in our canon. Artifacts and golems are technically canon, according to the bluespace page - https://wiki.aurorastation.org/index.php?title=Bluespace#Artefacts - however, this lore is nearly a decade old and is a relic of a time when Aurora was a much sillier server. It doesn't have a place on our server. I suggest that all golems and artifacts be decanonized. Perhaps in order to give xenoarcheologists something to talk about, people could be allowed to ahelp to ask for explicit permission to keep an interaction with an artifact canon, provided it is one that fits more in line with our standards as a server. But otherwise, I see no gain in keeping artifacts canon and I am getting tired of seeing them referenced in IC mediums and derailing conversations and interactions with bizarre tonally-dissonant tangents.
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I closed the PR. At the end of the day, regardless of my personal feelings, any change with public opinion so decisively against it as this one just isn't a good idea and shouldn't be pursued.
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>Then fix him, or suggest for someone else to do it. No. "Improve not remove" is not a valid reply. If you want it improved or fixed, it's up to you to code that, not me. >This is a trope that is absurdly common in fiction where people keep otherwise hostile creatures as pets. She's a baby who's being cared for by humans. This is a thing that happens in actual life with otherwise hostile animals. I don't really care if it's a fiction trope. Fiction tropes don't guide design. >They literally can be in the modern day, let alone in the future. Science experiment in Russia. Frankly, I don't care if there are a few supposedly domesticated foxes somewhere in Siberia - dancing bears aren't okay for the station, either. >I say again, fix him or get someone else to do it. No. "Improve not remove" is not a valid reply. If you want it improved or fixed, it's up to you to code that, not me.
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This thread has been created as required by PR #14173 (Animal Control) https://github.com/Aurorastation/Aurora.3/pull/14173
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Made at my own behest for https://github.com/Aurorastation/Aurora.3/pull/13830 How do you feel about this PR and its many changes? From sanasomnum to the TC count buff to the armory restock to others. Anything you feel could be better or would like changed?
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Might be a little nebulous, but maybe a checklist of sorts? Otherwise I'd go for a clearly visible identifier of departmental affiliation, like an armband/badge/hat/other large clothing item in departmental colors.
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No, it isn't fair. Whether or not the rest of the crew wears their uniforms is not relevant. Every player for every other department in the game could happily wear their uniforms, and it would still be irrelevant to the point this thread is making. There is no regulation requiring other departments to wear their uniform. They have the freedom to choose, security does not. Ergo, not fair. It is not fair to force security to wear their uniforms, when every other department has the choice between loadout items and their job uniforms. Again, not relevant. This thread is suggesting that the requirement be changed so that: 1. Security is allowed to wear business-appropriate clothing 2. As long as they are easily identifiable as security. Clearly, your examples run contrary to the suggestion made by this thread. Again, not relevant. This is a strawman. See above: We are saying security should still be easily identifiable as security. One does not need to wear the uniform to be easily identifiable as security, as a plethora of items exist that make them identifiable as such, including:
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What it says up there. Frankly, at the moment, security's uniforms are a highly contentious thing to talk about in regards to our community. This topic is not about whether or not they're good. It is about how this regulation arbitrarily restricts security from enjoying the same freedom of loadout use as the rest of the jobs on the server. I don't need to write up an essay justifying my position on why this is bad: It's just not fair. The regulation isn't enforced as it is, with most command characters wisely avoiding bothering to force officers to wear uniforms that don't aesthetically match half of what we have on offer as far clothing sprites on the server are concerned. Change the regulation. Officers are no longer strictly required to wear their exact uniforms - instead, business-appropriate attire along with being identifiable as a member of security at a glance should be enough.
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Visegrad Cutting Room Floor Additions
Kintsugi replied to Kintsugi's topic in Lore Canonization Applications Archive
The images were created by https://github.com/openai/dall-e , as per their license https://github.com/openai/DALL-E/blob/master/LICENSE all images created by me belong to me, credit should be given to the project itself as well, however. -
Lore Impact: Small Species: Human Short Description: A number of minor additions to the Visegrad page that didn't make it into the original release. This includes some reference images (AI-generated - consider it an experiment), lore for cities, an additional city, some changes to Visegradi Creole and to the politics section, and a new section on the Visegradi-Plutonian enmity. How will this be reflected on-station?: Character backgrounds. Does this addition do anything not achieved by what already exists?: Yes. Do you understand that the project may change over time in ways you may not foresee once it is handed over to the Lore Team? Yes Long Description: https://docs.google.com/document/d/1dDSB81pW7Oi4t6KM7rhp4Xju3da6tSa3GknFczYNYVQ/edit
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Changeling's potential for developing a narrative is pretty much tapped out. They don't have the tools other antagonists do for narrative development, and at the same time they're individually quite weak and are focused for stealth on a server where stealth is dissuaded. I don't hate changeling but it's one of those gamemodes we have, like vampire or cult, that is showing its origin as a flawed, objective-based gamemode that mostly exists in the modern day for the sake of "variety". At the very least I can tell you just about every changeling round I've ever played on Aurora has felt the same as the last, unless the ling in question got horror form. This isn't a matter of ten bad rounds, but of hundreds.
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Wait, what's the NBT? Why are we switching maps? Are we a milRP server now? I don't want to play on a ship, why would my character leave Tau Ceti?
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I didn’t realize Aurora’s seriousness was up for debate.
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Do you think mercs and raiders should get overmap-capable shuttles? I am personally of the mindset that we should give them such, on the condition that they must nonetheless engage the crew in some way, instead of flying around the overmap and doing their own thing. One thing to consider is that it may be necessary to buff security voidsuits - security's voidsuit armor is paper-thin for anything other than melee combat, which means a boarding operation is nearly-suicidal.