-
Posts
111 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Myazaki
-
You actually can exit morgue trays, but not when you're inside a body-bag inside a morgue tray. It isn't that clear to me how to fix that right now.
-
It's a game that tries to be reasonably serious. But is held back by having a lot of mechanics that were designed for lrp servers.
-
I agree with the suggestion overall, I think. Usually I've seen the Chemist role fall to a cyborg player, (or my AI in emergencies) and it hasn't been that fun for the cyborg to be ordered to do chemistry for half an hour. This suggestion doesn't help the Chemists, though... maybe chemist players can think of something to add for it, or else it could be changed to some sort of alt-title for Physician (something other than Chemist idk what it would be called). Some points I want to comment on though: This is more of a tangent about game design relating to supply, and not super relevant to the suggestion: If there are no members of a department on board, it's okay for the ship to feel the lack of them -- If we have no medical, no engineering, no security, then we notice it. I get it might be awkward for medical to not have the tools they need, but not everyone needs to have the tools to solve every problem every time. I'm still going to look at adding some of the basic and mid-tier chems to Supply for any situations where a Chemist/Physician for whatever reason isn't present/making chems/medical is exploded. I don't think increasing the amount of tools medical has at round-start is a good move. It is already quite well equipped to handle common injuries. I would prefer they be given more routes to get what they need than just be given it. The Chemist role would have even less to do, too.
-
In general, yes probably but not right now. But I think it is important to consider a few things - Things that are way more important than voidsuit balancing: Does it significantly add to the time it takes them to get to the Horizon / get their plan going? What mechanics should we add to support it? (Cloaking devices, transponder changes, ship weaponry, docking codes, ship tethering...?) What will the consequences be? This post was made right after a really cool round in which sec did a boarding action vs. the Orion ship -- How do we make sure that the antagonists still interact with the non-sec, non-pilot crew? Will it mean they antagonize the SCCV Horizon less? Do we really raider/merc round to look like that one did frequently or will it lose its novelty quick? The mercs/raiders should also probably have a choice between an overmap ship, or another way of getting to the Horizon similar to their current method (e.g. breaching pod, teleporter, direct shuttle etc.).
-
Sounds good. Or just implant the Merchant stuff into the Orion ship.
-
I've played with VARIANCE frequently with my AI and Reporter characters. They play the role well, and what I especially like about VARIANCE is that they make an effort to interact with characters as a robot and roleplay being a lawbound robot well -- Rather than just being a faceless piece of equipment. They have always been a good robot under my AI's command, and I know they'll work to make any robots playing under their command in future have a cool round. When subverted or given questionable orders, they have always enthusiastically played along so long as it is within their lawset. I have watched them learn almost every department from my cyborg and AI characters, and I know they are qualified to oversee the ship's systems. I look forward to being their loyal robot minion.
-
Sounds like something weird is going on there, I timed it locally and it cycled in 3 minutes -- Obviously 3 minutes is still way too long though. Doubling the vents isn't an ideal solution. I've got some other ideas on how to solve it but I'm not sure which of those is best yet. You have a huge quantity of air in the airlock tank, you can safely Force Exterior all round and you'll be fine.
-
I feel like you could say that exact sentence about every antagonist mode. A rework would be great, but I don't think you can beat lazy gimmicks / lazy converts who go and ruin the gimmick, with a rework.
-
The News Matrix had an interesting round... Security wanted some pictures I took of a 'ling getting psychiatric help. ... There were a lot of pictures.
-
Pipe leading to the west-most air scrubber takes a weird path under the table. Can just have it end under the status display? North Dinnerware dispenser feels weird. People can access it from the seating area, however the face of it is clearly not in an accessible position. This is also the one that will be used the most due to the proximity to the drinks dispenser. I loaded up the map locally. The fire alarm spawns on the wrong tile for me? Two disposals in the kitchen. I would move one of them to the seating area, maybe. Put a holopad, intercomm and newscaster in the seating area. Put the kitchen requests console somewhere else. The way it is placed now, it looks like it is pointing outside the hull.
-
I feel like this is probably an oversight? Freelance Reporters were also unable to be Independent until just before release.
-
Something similar was already declined by a maintainer. Because there are multiple ways to fuel the shuttle, two of which rely on systems we'd like players to use more (cargo and atmos). --- If you do continue with this. The secondary fuel for the shuttle is indeed phoron. There is no need for hydrogen as it is the worst fuel by far. There are three, not one, phoron cans in the secure storage.
-
Pretty sure this is an unintended side-effect of some other PR.
-
The Horizon could easily gain a stowaway since it has people visiting the ship from away-sites. Don't really understand the objections on that basis. If it is to be a thing, it should be an extremely low chance. I did not enjoy it on Bay mostly because it frequently interfered with my traitor gimmicks when the ship was more likely to go to blue alert -- You're essentially adding a role that simulates 'traitor runs around maintenance and sec chase them for a while', which is... not the best kind of antagonist and not that fun for any antagonists in the round to have to work around. If it does get added it needs some more thought into how the role should affect other players than bay's stowaway had.
-
Seems sensible. Will look into it.
-
This was an extended round, but it felt like I was an antagonist, so I'm going to write it in here anyway and no one can stop me. ------- Ion Law'd Artificial Intelligence Started the round late, lowpop with 3/4 players -- Security Cadet, First Responder and a Cyborg. I joined them in the garden holographically and we RP'd for a while about our jobs, origins and talked about the nature of AI and my AI's origins and differences from other AI. Suddenly - Ion Law event! "Greed is good, the crew should amass wealth to encourage productivity." was added to my lawset. And so the round immediately got more stressful for my loyal borgo as I ordered him about the station to set up the plan. We got the freezer full of money out of the vault, and I announced a NT-funds-backed competition for whoever could get the most bounties - They would receive 10,000 credits! The Security Cadet and First Responder enthusiastically signed up, and the Security Officer decided he would supervise and make sure they didn't get into too much trouble, and he verified that the prize actually existed. So for an hour or two, the Security Cadet and First Responder went all over the station figuring out how to supply each bounty. For a long time the First Responder was in the lead... but SEQUENCE kept the competition close by providing hints to whoever was behind, or providing them a little more access. Every time a bounty was delivered, I would make a station announcement to keep everyone in the loop. SEQUENCE helped them figure out how to make things like the drinks/drug bounties. Eventually a Roboticist logged on and after being confused for an hour, and asking me where I got the 10,000 credits from, asked me my laws -- Instant "Oh. Fuck." moment. But it let the Sec. Cadet & First Responder bribe the Roboticist to complete some extra bounties. The Roboticist, a second Security Cadet and the Security Officer went on a little adventure to figure out how to reset me. With SEQUENCE enthusiastically helping them figure out how to get authorization to allow the Roboticist within my core. They lied their way into the Representative's office for some reason, and worked out what they wanted to write in a fax. Eventually they realized they needed some access to use the fax machine, and since it would have stalled the round otherwise, I had my borgo grant the Roboticist temporary Representative access to use the machine and send off their fax. They never received a response, but a Chief Medical Officer did log on! And after some time filling in the CMO about events, they authorized a visit to my AI Core to reset me. At about this time, I had the bounty-contest end and the First Responder was the victor with 8 to 6 bounties filled. However the CMO denied them getting their well-earned 10k credits, despite their work giving the cargo budget around 54k credits. Poor lil' First Responder. The CMO, Roboticist and Security Officer went to my core and had a sweaty-hands-moment as they watched the Roboticist fumble my law reset slightly. However he never completely wiped me and eventually managed to remove the ion law. SEQUENCE returned the funds to the vault and all was well on the NSS Aurora once again. ------- It was one of my busiest Extended rounds even with only 4-7 players online, and peeps seemed to enjoy my AI. My favourite bit was when the Sec Cadet completed the 'Lungs Bounty' and the rest of the crew went 'WHAT' -- Before explaining he got robotic lungs printed. Below on the left is the First Responder & Sec Cadet arguing about their bounty finding, and on the right is my hologram, another cadet, security officer and roboticist working out what their fax should say.
-
Making Xenoarcheology an actual job/role (and not an alt-title)
Myazaki replied to Captain Gecko's topic in Archive
I think the intention is that Scientists try to tag along on the Intrepid missions, or get a Bridge Crewman to take them on one. The Intrepid has a little medbay. Take the miners in that, too, if it's suitable. Then you have people to drag you out and patch you up. Also I think the teleporter room will be more useful on the Horizon to teleport a doctor to you, to save you having to fly back to the Horizon before you get help. --- But maybe I'm getting off-topic. -
Making Xenoarcheology an actual job/role (and not an alt-title)
Myazaki replied to Captain Gecko's topic in Archive
- Access/Expectations I can get behind giving them separate access or exclusive job role expectations with Scientists. - Role Capacity I guess this could be increased? Will have to see what it looks like when Horizon is around. Can be easily done! - Access to mining department Not a fan of this one. It's just going to lead to problems with respect to their shuttle, gear and scientists trying to be miners to get materials for RnD. Instead the xenoarcheologist areas should have whatever gear they need. Which... they already mostly do. - Better Voidsuits Making the lights the same as the mining voidsuit makes sense. I'm wary about buffing armour values, but it might be sensible for it to be the same as the mining voidsuit -- Only ones available to xenoarcheologists/xenobotanists. It's fine for people to get injured on dangerous science missions. The time to return with a find will definitely decrease a lot when people are more practiced and used to moving the Horizon as well as the shuttles. Especially if peeps use the teleporters as well. We're waiting to change this until we see how speedy people get with the current state of things. The actual job content needs a rework / polishing and some new stuff now we have the overmap, for sure. -
Like Boggle said, the jobs it oversees are non-critical from a game mechanics perspective (they can all be collectively replaced by two vending machines) so I don't think the SM needs a whitelist for it being necessary to ship function, like the other departments. Cooking and systems that are difficult mechanically should instead have better wiki guides and in-game tool tips. The cooking system could also use a polish and tidy up in general. Library could use a tune-up as well. Personally I don't think the job needs to exist at all. I think people will just use it as an excuse to be a bartender-chef-gardener-janitor. As for grief potential, we don't whitelist scientist and that has all the things the SM gets and more, with less responsibility. So idk. If it is here to stay though it should have a small office and a stamp or something. EDIT: Also if it is here to stay we could add more stuff to service to justify it. Like an IT support guy who does telecoms. Or it could have super limited ID modification powers to assign the assistants with the xo's permission.
-
I added this following their feedback.
-
BYOND key: mikomyazaki2 Discord name/id: Myazaki#9749 Borg / AI names: SEQUENCE (my regular borg character's name) I'm considering a human name, capitalized, for an AI character that might enjoy studying humans / trying to simulate humanity. Haven't picked one I like yet! e.g. MIRANDA. Have you read the Aurora wiki page about the AI?: Yes. I have read this page. Why do you wish to be on the whitelist?: I have enjoyed playing the AI role on other HRP servers and wish to continue that here with Aurora's player-base. I have enjoyed playing SEQUENCE as a Robot with them so far. I've always loved fiction involving AI (William Gibson's Neuromancer + the rest of the series, the HALO Books, The Moon Is a Harsh Mistress, many others). The AI role is powerful at teaching new players how systems work without being in a position to just do the thing themselves. I have an Engineer/Atmos. Tech character (Melody Loop) that I've enjoyed doing training rounds for Engineer Apprentices with. Some of my favourite antagonist rounds (on Aurora and elsewhere) have involved subverting the AI/cyborgs. I'd like to play on the other side of that. I like playing roles that interact with all the departments, and being able to see what's going on. I often play my Robot and Maintenance Drones for this reason. Like the Heads of Staff roles, it can be used to keep stuff in a round going, and has its own tools for doing so. To me this means causing little events, giving players hints about departments that might need their help if they look bored, and moderating how much I report on antagonist activities (as my lawset allows) depending on the flow of the round. I think the AI role will be even more useful to players on the Horizon, with more systems to take care of and the overmap to think about. It's just a very unique role across any game, that SS13 somehow manages to come the closest to simulating. Have you received any administrative actions? And how serious were they? None that I am aware of / remember. Web panel thingy is not working for me to re-check. Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes. Thanks!
-
I like the idea. But I'd rather see it integrated into every gamemode, gives traitors and things objectives to go after. You could tie in a persistence thing that gives a department a small boost next round if they did well in the previous one.
-
I don't think there is anything else to say about it. So sure.
-
I think you said something similar to another traitor in AOOC who was having trouble deciding what to do, earlier in the round (around the time I joined). The (second and relevant) ahelp I made was definitely much later. But anyway, thanks for clarifying -- I'll feel safer about fighting without build-up in a similar situation, in future.