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Everything posted by WickedCybs
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The reasoning behind the disillusionment is something I think could be expanded more, here. You say he's war weary, sees the opposition as no different and would like to get away from it all due to his experiences, that's fine. But I question the part where his faith wavers in his nation and the why behind it. It's an important factor for someone that's been indoctrinated to believe in The Party their entire life and has been taken care of by the state where it was the most present until now. Depending on where he fought, he would have potentially experienced first-hand those struck by ALA terror cells and definitely at least treated those affected by its terror tactics. Liberation Army cells would often have no scruples about utilizing children in the war effort as well. Potentially he's not just seeing Tajara his age being conscripted to fight, he's also seeing them taking advantage of those who don't know any better. In many regards, it wouldn't be a conventional war. The ALA has a conventional element and heavy asymmetrical elements too. The NKA might be seen as more honourable and perhaps conventional but the people he was fighting would likely notably differ to him. The opposing soldiers on the other end would likely mainly consist of Hharar and M'sai, with Njarir leading of course. Ethnic battalions too. The more concerning elements of the caste system would be fully apparent here such as the classism and racism. All this taken in as a conscript and not a volunteer. Many were not so motivated or prepared. The PRA Officer Corps would not have been the best, gutted after the mass defections that kickstarted the threeway war. Ethnicity is not something that mattered as much in the PRA of course, but his Zhan comrades would still be facing heavy discrimination by their own side. To a lesser extent, Njarir as well. A Commissar could be watching at your back. The PRA favoured quantity over quality as well on the ground. Friends would certainly be lost. The final years of the war were also easily the worst for the People's Republic and its soldiers. I'd like to see more of Al-Karim's thoughts regarding the DPRA and NKA. You say he's trying to convince himself to think of them as blank slates. Well, he knows or should know at least the core parts of what they stand for, propaganda or not. What were his thoughts before? What does he think of Royalism? What does he think of Al'marrism? Pushing it all aside is something something that just wouldn't really be entirely possible I'd say, old habits die hard and the subconscious can be strong. The privilege of leaving Adhomai is one that can be rescinded too.
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Clarify / Remodel The medical care chart.
WickedCybs replied to sonicgotnuked's topic in Rejected Policy
I've been told surgeons were allowed to use nanopaste before, considering its the nanites doing the work rather than them. Since it's not written anywhere, would be good to clarify yeah. -
spriter Haydizzle's Spriter Appy
WickedCybs replied to Haydizzle's topic in Developer Applications Archives
They're knowledgeable when it comes to art and the recent PR's Haydizzle has made are rather well done. They also tend to be someone I get advice from regarding sprites. Not much content right now, like he says but I'm pretty confident we'll be seeing more great things. Good luck with the app. -
Looks good! It's really rare to need to use that anyway so probably won't be much of an issue anyway in the future.
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What would you have done differently then?
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Scheveningen - Command Whitelist Reapp
WickedCybs replied to Scheveningen's topic in Whitelist Applications Archives
From my experiences, Schev is a competent and nice enough command member when it comes to a round and driving it as a head of staff. I have little to say personally on the OOC front because I mostly ignore it. Hopefully that aspect is improved, as the OOC peanut gallery is always annoying and the reason my eyes glaze over when I see blue text most of the time. -
Since you've said you want to try station command roles as well, I'd advise brushing up on station procedure and the regulations. The incident where your warden stated intention to arrest a captain and attempted to raise support for what was essentially a soft mutiny comes to mind here. There wasn't really an attempt to arrange this through the proper channels (consulting the rest of command) either. Could have maybe been a fine roleplay thing but it wasn't it seems, given the complaining and confusion in the job discord over the result. So, do check out what you can do.
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Minor Tajaran Second Revolution Factions
WickedCybs replied to DatSamTho's topic in Lore Canonization Applications Archive
Yeah, I could see it working out still. I think out of your subfactions, the Black Army being instigated by the Free Tajaran Council, Salvation Army and the Das'nrra Republic would probably have the most potential. The Free Tajaran Council should also probably be more visible somewhere so I will maybe suggest this to alb. -
Command Application (Charger10k)
WickedCybs replied to Charger10k's topic in Whitelist Applications Archives
Charger plays well realized characters I'd say and doesn't really disappoint. Would be interested in seeing how their command play is. -
Minor Tajaran Second Revolution Factions
WickedCybs replied to DatSamTho's topic in Lore Canonization Applications Archive
The Black Armies niche is occupied by the Free Tajaran Council, which can be read about here https://wiki.aurorastation.org/index.php?title=Himeo#Free_Tajaran_Council. Maybe have them be a related entity that came into action during the Second Revolution, trying to finish what the Free Tajaran Council started in the First Revolution before being shoved out by the PRA. This could tie in to explain if they were trying to conduct any operations during the Second Revolution, as that's not really expanded on. The Amohdan Freedom Front is redundant and has oddities as an aside, like Hadiists being a part of it for some reason. Not only would the existence of a free state outside of Hadiist control be opposed, but it goes against the idea of the super culture. They would still think of it as Chaniska, which was what the island was renamed to. Amohda's factions are also already are decently expanded on given the arc over the islands political conflicts, being pro-ALA or Royalist (these mostly evacuated to the NKA though( with an active nationalist secessionist movement currently ongoing. Bit unsure of the Salvation Army. Wanting to enforce the caste system makes them pretty opposed with Al'marrism so to me it begs the question of why they would have been fighting under the ALA in the first place., it would maybe make some sense if this was restructured and they attempted to evacuate to the NKA or something, though I guess this could also be their quirk. Maybe try working something in regarding Vanguard Natediism For the Das'nrra Republic, shift it to Shastar City to have it make more sense. This would also tie it in more with the DPRA, Shastar being the capital and all. Crevus has always been pretty independent and I don't think there would be much of an uprising considering how it's been characterized. If anything, Crevus is one of the worst places as its elites grew to dislike the PRA, especially after they went after its enterprises by attempting to shut down casinos and such, which could be considered part of the Crevan culture. The Government of Dolor I need to think more about as a general concept, but having alien mercenaries fighting for a faction other than the PRA isn't going to fly at all I think. Especially that early. It was kind of a big thing that the Coalition even had to bail out the PRA late in the war and having something similar be used by a small group in the past is rather weird and would attract a ton of attention from practically everyone, but especially the DPRA which focuses on these mercenaries to kill, using it to further legitimize their platform against foreign involvement and such. -
Feedback: A Loadout Refactoring Before It Gets Too Late
WickedCybs replied to Waff-AI's topic in Completed Projects
I think a cap isn't really needed, personally. That said, I think seven or so would be a sweet spot if it's mandated. My thought is that most roles have a storage accessory they would like to take (so, webbings, holsters) and then if you just took a pants type item you'll also be taking a shirt type accessory, two gone right there, leaving three for general customization. On those who make full use of the loadout, I generally see the amount at five or over. -
Feedback: A Loadout Refactoring Before It Gets Too Late
WickedCybs replied to Waff-AI's topic in Completed Projects
Only thing that sounds a bit questionable to me is capping accessories per slot. A lot of stuff, like badges for example count as ties apparently due to how it works mechanically. Other than that, glad a change is finally in the works. -
Command whitelistees don't really get the opportunity to go traitor for good reason on the majority of their roles, consular and liaison being the exception. It's not really a similar situation. Back when roles like RD did have the chance, well. We've seen what happened and why that was removed. It was very bad for a round and that was nobody's fault in particular. It's just a consequence of giving a very advantaged role further power and the authorization to use it. I don't believe anyone is particularly worried about AI players abusing traitor status anyway. Being a traitor is hard and the natural result is always going to be some weird blend of stealth and randomly shocking people unless the AI is particularly ambitious and is willing to give the crew some hook. As it stands, an AI has more access and influence than even the captain, and high protections. If it was not so intertwined with nearly every crew system it would be more balanced, at the moment it's a malf-lite.
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From my observations, there's been essentially zero changes to roleplay quality at the moment other than better consistency, though the lawset remains awkward and reads more like a verbose variant of the standard ASIMOV laws. Throwing antags a bone is good, though it's just frankly a bit silly that the SCC is going to handicap their tools like that, focusing on the third law specifically in particular. I feel it's ultimately detrimental and that AI players should just be told to give antags a chance on an OOC level. The main things the whitelist has brought about from my perspective is that AI griefing is nixed, general AI quality feels more consistent as I said above but nothing special and malfs no longer take entire rounds hostage. The last point is major for me, feels small but its nice to no longer have a round held entirely hostage. AI being whitelisted and malf being removed were the two most notable and good changes. Everything else is just window dressing. Now on traitor AI specifically. There's no real way to engage with them as a crew member. There's no reason to engage with them unless they outright say there's an issue. I just see doors get bolted randomly and people getting fried randomly, which isn't reason enough to question the intelligence purpose built to help increase productivity. Door shocks are seriously deadly with even a well-optimized RCON only requiring a single shock to kill as it removes an excessive amount of blood from a person. If they luck out and it didn't put them below 85% blood oxy? Guaranteed Infection. The AI as it is, is way too connected with everything and I'm not really sure what a traitor AI brings to the table, because it's seemingly nothing other than free reign to annoy the crew or do nothing. Malf was "balanced" by the AI having visible signs of its power apparent and announcements that vaguely and then outright stated to the crew something was up. Traitor AI's don't but are still rather powerful and domineering if they want to be. Most of the time though, they feel like such a non-presence that I get surprised when I see the AI was a traitor at the end of the round.
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Forgot about this. Not going to really talk about MccRibs character, because there's been enough stated about it. My thoughts are positive on that front is all. Something I've really disliked about Skrell is that they have no real "presence" in the Spur, they just exist for the most part. I'm really glad you've been thinking of how to change that and make them more present and interconnected as its one of the bigger if not biggest issue with the species at the moment. They've known humanity for far longer than the rest and are a power on the level of the Solarian Alliance as well as an ally which has always made that odd how they're just a footnote even if they are a more isolationist faction. Anyway, I'm not good at flowering up words. Liked the excerpts about the Skrell trapped in Eridani. Liked the stuff regarding Silversun. We need more content like this. I think the recent reworks/additions to Skrell are good, but I could actually reference stuff like the Skrellian focused Silversun resorts as a frustrated human native or something for example, which is great. That aside, I think the main question I have at the moment is what your thoughts on the last Skrell arc (The Warbling) is and how it has affected Skrell. If that's not something you think you can really say much about, very fair. I don't think you were on Aurora at the time it ran. A short version of my own thoughts are that In a vacuum, it was fun. Got some good character development out of it as a character that started as a staunch loyalist. Felt pretty damaging to the species and out of character for Jargon overall though during the latter events.
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I like the remap, gives a bit more flavour and use for an otherwise empty sublevel. As for the changes to the roles, no real strong opinion. I don't really do investigations much.
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2 dismissals Remove Slugs from the Hacked Autolathe Menu.
WickedCybs replied to Butterrobber202's topic in Archive
It would make an added step basically. Since it's a big escalation to start ordering things like bullpups, LWAPs. Having it be easily printable from a lathe is what encourages the beeline for slugs. Less a full removal, more a change and more options being added is what would be nice to me. -
2 dismissals Remove Slugs from the Hacked Autolathe Menu.
WickedCybs replied to Butterrobber202's topic in Archive
Maybe slugs could be exclusively orderable from the cargo console instead too? It's a really powerful ammunition type on level with weapons like the LWAP. -
What a chonker.
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The PR has been merged.
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Believe the HoS voidsuit just has identical resistances to the standard security voidsuit, which isn't very protective except against melee damage.
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Feedback thread - final hardsuit resprite
WickedCybs replied to kyres1's topic in Completed Projects
The hardhat aesthetic on the CE rig is very cool and I'd be pretty sad if it was removed. Rest of the sprites look well enough to me and I'll hope to see the changes in game soon. -
I like that the design for that .45 Kyres showed a while ago has pretty much modified and used for the carbine. Makes it seem more like the one handed weapon it is in-game anyway.
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It does not really matter if it didn't, it potentially implies unfortunate things and that's my issue. It's been cleared up elsewhere but to expand on this, what am I supposed to think when I see "There are no personal grudges here" and then that? Presentation matters and It's not something I'm ignoring if we're maintaining this "friendly communication." I won't claim to be perfect myself though and not everyone is going to like each other. That's how it goes. As I said, I think integration is a good change.