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WickedCybs

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Everything posted by WickedCybs

  1. CMO as a role makes it really hard to notice good aspects of command play, they tend to be more occupied with their department than the station at large, however Faye seems to run their department rather well in normal operations. Haven't really been watching them during rounds with a major crisis much (but rounds these days are rarely actiony tbh) beyond an incident where there was only them and a pharmacist during a situation with a lot of wounded people. They seemed to properly delegate, even recruited and led willing crew that wished to help medical due to their lack of numbers. The round ended favourably for the crew, likely due to their actions to a large extent as command was not very filled that round. This is all that comes to mind for now, been taking a sort of break lately.
  2. They are capable enough at being in command I would say. Since a bit past the Sol Invasion arc, one of my CE characters has been giving them some IC pointers on being a member of Command, and I have spoken a bit with the player OOCly about things the Command whitelist entails. There is an obvious interest in the role, they're willing to learn and they do their due diligence, getting a trial will be nice so they don't have go through the constant processes of interim elevation. So, on an OOC front, would say they are polite enough. Haven't had issues with them, mainly talk regarding engineering usually. ICly, Valet is fine as a character, as I said before they were more than willing to try things out, put themselves out there. Willing to instruct and teach other members of the department. Would say that I could typically trust them to run Engineering in my absence, as I frequently ended up becoming Acting Captain fodder. They're not "perfect" or a super engineer who can do everything as well, which is nice to see. Think I'll get a better picture of how they are in Command once they trial because really, Interims aren't getting the full package so to speak. No reason not to give them a shot, in my opinion.
  3. Regarding the above, now that glass containers (what was usually sent through those) shatter rather easy there's kind of no point for those chutes except in niche circumstances. Other than that, one of the chutes leads to the old quarantine in the sublevel, which is never used of course. So at the very least, that chute could be removed without issue.
  4. I like what's written here, the addition of the holidays and other aspects people can use meaningfully IC. Suppose my main question is if you have anything more in mind for Tajara outside the species main spheres of influence (Adhomai, Hro'zamal, Gakal'zaal). How the gangs celebrate the holidays was pretty cool in Tau Ceti. Ever have any thoughts of interesting things that could be added to Tajara in the Coalition of Colonies and such?
  5. Based on a recent cult round, you seem to be capable enough as a HoP. Was good of you to delegate, trying to find an interim for sec and such. The main thing I can think of when it comes to improvement, is that It's fine to give the crew more information about an incident beyond "Sec is dealing with something." if its not too sensitive. Elaborating more is an appreciated action and tends to placate the crew if they start getting upset about not knowing much.
  6. OOCly, Faye is fun to speak with. Very knowledgeable. Friendly. They conduct themselves very well. ICly, their characters are very enjoyable to roleplay with. I've only really interacted with Sanaa. Really gotta say that when it came to new medical players, they were quite the breath of fresh air in a department that has kind of suffered from elitism and a tendency to push away the non-established, among other things. They did their part well when it came to making things friendlier and fun, especially for newcomers to medical. Command will probably take a bit of getting used to but I'm sure they'll be able to use it to good effect.
  7. Cannot even emphasis how major this would be. CPR is too important in brainmed to not do if you want patients to live, but the cost of this is giving people playing medical early onset arthritis with how many times it needs to be spammed.
  8. For the Tajara off of Adhomai thing In the NBT, we're surely going to be going around the spur as well, populated areas even that are mentioned on the wiki because what good is describing a cool place if we cannot visit it? I feel like its missing the mark here to just elaborate on long dead civilizations and how this relates to Tajara, every species will be dealing with that essentially. Interesting stuff sure, but not what I'm looking for when it comes to things workable in game. I would be more interested in any statements regarding the off-world communities Tajara have. Not specifically from their own planets, like Hro'zamal or Gakal'zaal but things more along the lines of their lives in places like Tau Ceti, where we have District 6 being the most developed example. The NBT ship is definitely going to give us a chance at having characters that have lived in a far wider variety of places rather than mostly Tau Ceti residents. So, how are things for the Tajara out in the Frontier for example? I would think a good amount of Tajara could have lived, worked and been born there though more than a few players get surprised when one character of mine mentions being a citizen of it. The Coalition has areas I feel that are just as appealing as Tau Ceti to prospective immigrants, like Xanu Prime. There's a few words about what Tajara get up to everywhere, some linger in Eridani, live there as mercenaries (perhaps not anymore). Some race autogryos in Crosk. There is the community on Himeo though that will probably get changed. Many lived on Mars. So the big thing to me, is elaborating on these various backgrounds elsewhere, strengthening them. Living on Adhomai is naturally, the strongest and most obvious choice for a background. Probably always will. I like the variety the rest of the Spur brings too and it can certainly be used to the advantage of the species. I am curious if this is something you have any thoughts or ideas on.
  9. Hyperzine appears too effective at killing its user at the moment. Due to the nature of instantly causing an OD with the addition of adrenaline, I've noted antagonists and crew in general typically dying rapidly. Whether that's after generating a bit of adrenaline from pain or some other circumstance, It's a real, unexpected round ender. This might be what you guys are going for, I do like the chem being and feeling as "dangerous" as its made out to be. Just feels a bit less worthwhile to use in comparison to something like synap. The wiki should probably get a mention of the organ damage it inflicts. Maybe the needed amount of adrenaline for forced OD should could be about ten units?
  10. I forgot I posted this thread, being honest. Now thats its back in my memory I will probably shoot a message soon though. Thanks for the reminder.
  11. Gotta see it in action, but sounds like a good change to me. Paralysis will be more interesting than staring at a black screen and lessened pain slow + length should make for some good QOL.
  12. Not much to say on my part other than that the xenofauna pest gun thing could be neat. The ability to pass through windows for disruptors was a massive QOL for carp events though this also came at the cost of nuking antags from time to time. I know I didn't really want to bother going to the armoury most of the time.
  13. I get the concerns with disruptors, though I believe they are far more fair to an antag than the .45 will ever be. It's not just breaking bones, that can make a .45 oppressive. Lethal ammo is plentiful if sec requires it, as they will be able to get lathes hacked most of the time. The lethal rounds will then break bones, give arterial bleeds to a target easily (less of an issue with good armour, though it can still happen), damage organs, embed shrapnel, cause an open bleeding wound and can potentially delimb hands and feet. In comparison, the lethal disruptor removes blood and inflicts pain and burn damage. You get a chance, if the blood loss does not start inducing brain damage to the point you're defenceless. An arterial you need surgery to fix is far more annoying than this, especially as an antag that can't really rely on medical. So, essentially. An antag, unarmoured, armoured. Could very well have a chance to survive lethal disruptor shots despite the pain making them a sitting duck. A .45 with lethals will simply kill them utterly, and that is essentially the role the .45 has now. An EMP will not stop it. Many times, I've seen a raider or merc team able to pull back with someone just unloaded on with disruptors, and save them. Lethal .45 rounds made that harder in the past. Perhaps some changes to the disruptor could be removing the ability for lethal bolts to pass through windows (It is a blaster, anyway) as well as lessening the blood evaporation if that's something that can be tweaked. Other methods, like ways to allow an antag to regenerate blood with an item, could be interesting. Antag exclusive autodocs (nanomachines?) to mend arterials, broken bones, so on. Ways to stay standing. Maybe even antag exclusive rollerbeds that will fit in the bags of antags, and spare blood bags so they can preform transfusions on the field thanks to roller bed IVs. All this aside, I've always been a fan of ballistic sec in the end. Disruptors are something I have come to appreciate lately though.
  14. Considering everything now, the biggest thing I enjoy about this so far is that It's an event arc I can take part in no matter the time rather than just on certain dates. A bit like Bad Moon, though the stakes are often lower. Things feel pretty alive, getting reports of mis-aimed salvos striking, visitors in need of resupply. It is not just violence and action, nor is it just visits. Feels pretty atmospheric. A nice bonus is no horrible lag too, since the server is not overloaded with people. As for the conspiracy, it was interesting to see from an outside lens. Got a bit involved towards the end, though not too much. I'll always be a believer in an open flow of information for more secretive things, though understandably people didn't want to let things slip due to the nature of it. If it is continuing, I will be interested in seeing what happens next.
  15. The invasion and random events related to it have been really cool so far. Having the TCFL come in to request supplies or a refugee ship with scared people that need to be managed is very engaging. Only real critique I have regarding the invasion at the moment is that on lowpop stuff like the refugee spawn can be overwhelming, as it had ten slots I heard? A skeleton crew could get overwhelmed real easy. Other than that, It's been pretty good so far. Being stuck on the station helps to foster a bigger sense of community and being in things together. The Aurora might as well be home now, so there is more reason to care about what happens to it and your colleagues.
  16. Reporting Personnel: Nadine Vehalmara Job Title of Reporting Personnel: Chief Engineer Game ID: b0h-bjhr Commended Personnel: Caius Strelitz (Security Officer) Kuzani Tez'rezal (CSI) Kris Broklaw (Warden) Katheryn Linerbord (Security Officer) Ciborium (Pharmacist) Azzam Amari (Station Engineer) Fiona Petrov (Engineering Apprentice) Witnesses: Nadine Vehalmara (Chief Engineer) - She was one of the main organizers of the welcoming effort and personally witnessed every single person on the list either talking down the refugees, getting food and water, providing direct translations and so much more. It was gratifying to see. Cheshire (Chief Medical Officer) - Can attest to the efforts of their subordinate Ciborium, in alleviating the refugee crisis and the TCFL forces sent to the Aurora, as they were in dire need of medical supplies. Xiaooi Tuirul'Koqun (Head of Personnel) - Was here from the start with this one and could attest at the very least to Warden Broklaw's efforts as an interim. They heard and were witness to some of the first exchanges as well such as officer Caius Strelitz opening a dialogue with the first refugee found. Time of Commendable Act: Starting from an hour into the shift, as soon as we received the alert about the refugee shuttle approaching. Location of Act: The Aurora Overview: There is a lot to say here! She came into the shift expecting to keep the lights on and station stable until the next cycling and instead heard a notification over the PA. A notification that for lack of a better option, we had a ship full of refugees coming straight to the Aurora. A welcome was prepared, which her engineers were key to developing. During this, she was instated as the Acting Captain to better manage the station during these circumstances, as we were a skeleton crew with no security and very few of us. Should a disaster have occurred, we would have had to be ready to call for the security presence Central said was on standby. It came to light that the refugees docked in a place we did not expect. The merchant dock. An officer and a CSI woke up shortly after this, and then the Head of Personnel called out that they found a refugee. Officer Caius Strelitz went to meet them, and had the help of Engineer Amari providing translations and helping to bolster our friendly intentions. During this time the Pharmacist Ciborium was also providing translations, and the refugee eventually went to medical to get a checkup. This one provided circuit translators during this circumstance to key members of the crew, like Strelitz and Tez'rezal . Those who could not speak Sol Common, essentially. As the shift went on... more and more reports of refugees were being called out on the radio. Ultimately, there were six of them. Only a few were amenable to us. Most ran and scattered on being sighted, others were capable enough to hack into secure areas and obtain items such as a fire axe that could be used as deadly weapons. More and more crew members also woke up, mainly from the security department. Despite her pleads over the announcement system and the efforts of the rest of the crew, it did not seem like we were going anywhere... then things changed a bit. The refugees were scattered at first, but eventually, came together. Most holed up in the surface garden. Armed. Afraid. Security forces on the scene successfully talked them down and managed to move them to the brig without firing a single shot. Which was impressive, truly. These refugees were a family and were fed lies about the tyranny and evil of NanoTrasen and the Republic. They thought they were walking into torture, or death, so they were fully prepared to fight and run. It is a miracle nobody got seriously hurt during this incident. While in the brig, they were tended to with care, informed of the situation, printed and processed as procedure and given more food and drink, as it was clearly rather exhausting and traumatizing to them. Eventually, with that taken care of. The TCFL sent our station a call, asking for any medical supplies we could muster. There was a crisis, and they needed all the help they could get. Everyone was more than happy to oblige of course. Cheshire and Ciborium gathered up the bulk of what we gave the Legion. She is sure with those medical supplies they will do okay. She'll really break down the efforts on the part of each individual here in detail now. Caius Strelitz - As she said. Instrumental in assisting with the de-escalating talks. The first officer that woke up. Remained the rest of the shift and kept things under control while those who could communicate in Sol Common opened dialogues with the refugees. Really, a core part of the effort and we would have been very worse off if they did not awake that shift. Kuzani Tez'rezal - Backed up the rest when it came to processing and handled the scenes of break ins with care. Printed the refugees as procedure and was part of the effort in easing up the wayward Solarians. Was also on the cameras and called out any locations to officers when needed. They also handled one of the more amenable refugees and sat down with them, having an earnest talk to calm them down. One of the "backbones" of that day, she thinks is the word? Appeciated. Kris Broklaw - Led the department during the incident once they awoke. Participated in de-escalating talks actively thanks to their knowledge of Sol Common. Instrumental in actually moving the refugees from the garden, to security. Without any incident. Processed them with the help of the rest. Was promoted to Interim Commander and did very well in communicating with us over command. Had control of the situation from start to finish. Katheryn Linerbord - Assisted with the secure area breach investigations and was a key player in the de-escalating talks at the garden, as they have knowledge of Sol Common. Nadine was rather distressed at the thought of one of the refugees potentially being a dangerous element, considering the breaches on the bridge and the thievery of an axe, but, despite it all. Managed to get the group down and calm, like she said. Doubt things would have went well without them, truly. Ciborium - Knew Sol Common, helped with the first dialogues and managed to keep some refugees busy in medical for a while. They were an active effort in communicating, calming people down and assisting with the TCFL when it came to supplies, they are the one who makes these after all. She will also note that their efforts resulted in a blow to their own head at the hands of one of the refugees that was spooked, but they kept it from escalating further. They did not need to try to help as much as they did, but they did try, and it had results. Azzam Amari - Essentially this one's right hand when it came to engineering matters. Nadine was far too busy with managing the entire station at this point, focusing on the bigger picture. Amari was instrumental in resecuring areas that were broken into as engineering at the time was a very small force, she would not have been able to spare the time. Additionally, they provided active help in the first set of dialogues, as they knew Sol Common and were able to communicate with the refugees. Without them, she is really not sure if this would have been a success at all, really. Fiona Petrov - Held down the fort in engineering. Laid out the welcome mat for the refugees. Participated in obtaining food and drinks for those weary souls. They were another in engineering who was very appreciated to have. Despite being just an apprentice, they did a lot of good work that they really did not need to do, yet they did. Very nice. Lastly, she just has to express just how proud she was everyone that shift. We were a small crew, even at the end. A skeleton crew still. This one was just starting her first real shift on the Aurora. Of course, she has years of experience with NT and was familiar with the station, but it was rather overwhelming at times. Everyone kept her grounded. She is very glad that practically every single crew member took part in alleviating the crisis, with nobody getting hurt as well. They did not just do their jobs, they went above and beyond and showed empathy, compassion and understanding to a group of Solarians that have been exploited and taken advantage of by their own government and military forces. Some were even Martian. Now these refugees may very well turn into productive citizens and employees, given time. During these days, the efforts they showed is something that should absolutely be recognized and she hopes every single person she listed is given the commendations they deserve. They have earned it. To think she was fed hearsay about the bad conduct of Aurora's staff, it is not all true clearly, considering they came together like this so well to help their fellow sapients. They all have Nadine's eternal admiration, truly. Additional Notes: This one was going to commend various people in situation reports, but at a certain point she just lacked all time to send even a single fax after her last one. Additionally, the shift was rather hectic. She is not sure if the refugees can be spoken with again, but if they can. They would also be apt witnesses.
  17. I do agree with Haydizzle that it could be a bit misleading, but as long as it's not used as a reason to redefine what they're allowed to do It's alright with me. We just got clarification they get to have the responsibilities Paramedic used to have again, after all.
  18. I have been meaning to post about mortaphenyl. It was pretty ubiquitous in the past and many medical players still rely on using it when presented with pain and having it available. The problem from this is how long it persists in the bloodstream. In the blood it processes at a rate of 0.02 units per tick, and as it's always being injected with a minimum of five units It will last for over four to five minutes. Not the longest time, but that is four minutes of having a fuzzy screen, not being able to move well. It stops a player from doing much and if medical doesn't remember or know to diyal it out in a sleeper once its no longer needed it becomes a large annoyance. Injecting more than five units is pretty much always overkill. I'm not exactly sure what a good solution to making it less painful to use is. Making it process a bit quicker is the obvious answer people will give. if it was possible, easing up the confusion and blurring effects so you aren't going out of place every other step and staring at a fuzzy world would be nice, to me. The confusion aspect is what irritates the most in the end. Another part of the problem here is that people should be using perconel a lot more now considering its available in medi-vendors and doesn't have the harsh drawbacks of the stronger painkillers while still being useful. Walking wounded will generally be able to get by on it. Reinforcing its importance is up to medical players in the end, not something easy to solve. To further increase the presence of perconel in the department, the rescue RIG's mortaphenyl supply could probably be swapped over to that medicine without much issue.
  19. I like the cones, but a big point of contention is how annoying it makes melee combat and such, as well as interacting with what is directly behind you. Like was said earlier, think allowing sight of the three tiles behind you would improve things, or somehow keeping anyone who has touched you visible for a time no matter where the cone is to make targeting easier.
  20. I feel much the same as I did before. They're excellent when it comes to handling new members of the department and are empowered to help them out a lot more than they could before now. Also still very nice to talk to and one of the doctors that retains a consistently good bedside manner. Other than that, they are generally a stabilizing presence for the department and delegates as required. Not a super doctor. A real leader. Medical is usually one of those departments that rarely gets a Head compared to others, so its nice to have another capable one. Good luck with the trial.
  21. I have mainly roleplayed with Luna Darkowski and Isskssi Issana. Not significantly with the latter, though. From what I have experienced, Meltharas puts good thought into their characters and plays genuine people. Nothing really struck me as exaggerated or unnatural when interacting with them. No matter who I played, they were still pretty great, whether a stranger or acquaintance. Made me want to learn more when it came to Tajara and Unathi. As for how they might do with command, they handle new and not so new players well, giving them time and instruction whenever needed. Already a leader of the medical department when nobody else steps up to the plate, really. Competent as well. I am not sure how this would translate to being the department head outright, but that is what a trial is for. Lastly, I did not really know the player behind these characters until recently, so on an OOC front there's not much I can detail. Only thing I can say is that they've been friendly and I'm glad I finally got to speak with the person behind some of the characters I have enjoyed.
  22. I was too lazy to post how the change is, but here it is now. Pretty good.
  23. Sure thing. Was interesting to take a look at that as well. Despite that thread falling into disuse I suppose the discord relay has sort of accomplished being a resource for people as an alternative.
  24. I don't really mind the colour myself, particularly like how the "keyboard" or whatever the light teal part looks distinct from the rest of a wristbound. Making them more futuristic and adding holograms and such would be interesting, though.
  25. Pretty much just echoing whats been said. Seems like its not worth the trouble for how much it clashes with uniforms and outerwear in game and the sprite isn't too appealing anyway. Definitely been less people using the wristbounds as well now due to it too.
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