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Everything posted by Dreamix
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I'd prefer not. Only makes marooning to be more streamlined, and will probably make it more common, not less. Marooning should reserved for the rarest occasions, and not a common enough occurrence that there are two dedicated lockers with marooning gear in the very central location of the brig. The whole point of this suggestion is that (I believe) marooning is too common, and used too often, when HuT should be done instead. It is used against vampire or ling who have escaped the brig many times already, but also for surrendering or captured antags who are cooperating and can be fairly easily contained. Imagine if we marooned the remaining SFA soldier from the last event, instead of keeping them.
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I believe the crew (mostly command) is too quick to maroon antags (intruders, boarders, criminals, whatever). I have seen people pushing for marooning on occasions like, a surrendering single burglar after the other has died, or a single-murder-committing traitor, or even once a push for marooning for "corporate espionage" after an antag stole some stuff or something. As well, very rarely I see the marooned people to be given actual supplies to survive in the wild, or see the marooned be left on some desolate rock, or even on carp-infested derelicts. Or even I have seen people consider throwing a guy out of the airlock to be considered proper "marooning". "But they just killed a person or something. They deserve nothing." IC, Central Command would surely love to get useful information out of that Einstein Engines spy, or to give that Glorsh Sympathizer to the Federation, or whatever other criminal. Can't happen if that person is just left to die. Marooning is also effectively capital punishment the way it is done usually, and it would be bad press if some random murderer or whatever is marooned, instead of being brought to proper court and whatever. OOC, it is however removing the antag from the round, especially if it happens very quick. Sure, they might outrobust security during transport or whatever, but like, still. The intention of marooning is to remove the antag and leave them alone somewhere. I think, marooning should only be reserved for antags who are uncontainable and/or uncooperative. For example: - weird fucked up monster hybrid that literally cannot be killed - a guy with red glowing eyes that has escaped the brig twice already somehow - someone who calls themselves a "wizard", and can teleport to places at will - guy who has already killed five people, including half of security, and intends on killing more - etc, you get the idea Anyone else, surrendering, cooperative, or even uncooperative but contained successfully, should be held in the brig or whatever, until transferred to proper authorities. Makes it so roleplay can happen, investigators can interrogate, crew can interact, whatever, even if the round is close to ending.
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Basically, the problem, IMO, in this event specifically, was that other crew had nothing to do. If it all happened on horizon: Science could get an expedition going, before the fighting event begins. Mining could probably depart and come back at any time, even during code red. A gardener could grow plants. Cooks could cook for people, operations could do whatever they usually are doing, and off-duty crew could lounge in any of the million lounges that we have. Etc, etc. And combat could spill into any of the mentioned areas, potentially involving these people. Engaging only a part of the crew is fine, if the crew can do something else, or at the very least do what they usually do during normal rounds.
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Firstly. Consider that this is just my personal opinion. I have joined in the event as off-duty, explored what was there to explore (which was not very much), chatted idly with other off-duty/non-sec/non-command people, and then, after realizing this will not involve my character in any way, I have ghosted and watched the rest of the event. Secondly. Apologies to all staff and anyone involved in setting up and managing this event, but... I think it was bad and disappointing, for a lot of reasons. Thirdly. I am not expecting anything to change just because I wrote a post on the forum. If some people had their fun, that's fine, good on them. But I have talked to two other regulars that also had similar thoughts, and also, from watching conversations on the discord, supposedly we have a history of bloody events like this one. So there's that. I was kinda expecting someone else to create a thread like this one, that I could comment on. The map was just too simple and underdeveloped. Pretty much just a single long and straight hallway, from the SFA ship, to the Intrepid. With some small and short maintenance tunnels, that didn't even connect up to the other tunnels. The hallways were two tiles wide for some reason, which guarantees people bunching up, both for light roleplay before the combat (could be seen around the armory), and during combat as well (in front of the Intrepid). The map was also not really functional in the first place. The only cryo pod that I have seen, to leave the round and free up a slot, was in the intrepid... Which obviously could not be used after the combat started. I have seen people ghost in their seats in the HUGE bar/restaurant area to watch the action. Why was it so huge in the first place? There can only be so many people in a single open room before it all gets too chaotic to really roleplay with someone else. Also the medbay was really tiny, for some reason. It involved pretty much only security, command, and medical. And also anyone who somehow was given a gun (I have seen at least one off-duty sec officer get a gun, while there was a ton of on-duty crew who did not get one). What was everyone else supposed to do, then? Operations, engineering, science, service, off-duty people. Also anyone who does not fight. Anyone else? Left out of the event almost completely, and left to do nothing but stand idly, chair-rp, or do bar things in the bar. I have seen someone on the discord say that some off-duty people were just standing there and watching the fight as bullets fly past by them - yeah, they were, because there was nothing else to do, and just cowering in fear is not really fun roleplay. I have also seen people try to barricade up the bar/restaurant area, which was really pointless, and also there was nothing to actually barricade it with in the first place. Also, they couldn't even do their normal jobs, because they were robbed of those, as the map did not accommodate them. Like in the previous event, science wanted to do an expedition, and command grounded them, and it was considered and received really really bad - and now, pretty much everyone was not able to conduct their normal round-to-round business, so shouldn't it be even worse? What was the impact of this event? I might have not seen or understood it, but pretty much, the event had no impact on anything. SFA and FSF or whatever died, but no one cares about those. Two crewmembers died, but no one is going to mourn over them for a longer period of time. What kind of post-event roleplay did it generate? I have seen people hold a ceremony or whatever for those who died, or ask in round what is going to happen to the commander's corapt, but like, that's about it. The only real lasting impact of the event, was to allow security characters to have some canon frags, upping their kill count of nameless grunts. Anything else could have been a result of a normal non-canon round (like some chars hating on each other for their decisions, like leaving someone else to die in a merc round). What went wrong? Was the map supposed to be more developed, but someone has ran out of time? Was the crew expected to solve the situation differently, somehow? Was the population expected to be smaller? This could've worked better, if there was less crew, I think. Or maybe it is by design, that only security/command/medical was supposed to be involved in this event? If yes, that is kinda sad and disappointing. How could at least some of these issues be solved? Honestly, I don't really know! One suggestion I have, is to maybe have events only on the Horizon, so people who are not involved in combat, can practice their normal jobs somehow, or at least be in a familiar environment. This map could have been an away site, that security and medical would leave to, leaving everyone else to do their normal round stuff - like the last event, where engineering went to repair the ship, while everyone else was doing what they usually do. Alternatively, how about remapping the horizon, so it is a static map (and not a moving ship), and around the horizon there is an actual station/shipyard/outpost. I think that would be very cool, and people could freely travel between the normal horizon stuff, and the even stuff, without having to waste minutes waiting on and around the intrepid. Link to this event in the calendar:
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Reporting Personnel: Zuleika-Varushka Xrimqil-loix Job Title of Reporting Personnel: Executive Officer Personnel in Question: Mobius Job Title of Personnel in Question: Psychiatrist Reason for Review: [ ] - Extended Arrest History [ ] - Grievous Infraction on Record [X] - Other: Animal abuse - Mobius is housing a cat in their dormitory room, which I believe is way too small for a cat. Notes: Cats require lots of living space and facilities, to keep them safe, comfortable, and healthy. This includes at least two litter trays (for a single cat) in separate rooms, which a dormitory room cannot provide, as well as toys to keep the cat mentally stimulated, scratching posts (or pads, or other products) to sharpen its claws, enough free space (or an automatic treadmill) for running and playing, and many other requirements. I have a corporate-level apartment (corapt), which I believe has enough space for a cat. I may volunteer to take the cat in, until a proper home/shelter is found for it, in the nearest friendly port. ((OOC: Asked Ping/Lanze, said this might be the place for this.))
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(taking sec uniform as an example) - Remove the full uniform sets: security uniforms are almost all just pants+shirt combos. - Remake them into separate items: security uniforms would be just bottom/pants items, and separate top/shirt accessory items. - Consequence is that you could now mix and match the sets. - For example, pick normal Idris sec uniform pants, with Idris sec alt-uniform shirt. - Also could pick uniform pants with non-uniform shirt, or the other way around.
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PR is up https://github.com/Aurorastation/Aurora.3/pull/14489
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Played a round today as my orange skrell XO, with Takeshi Sato as HoS. And stars above, it was a really really good round. He was very good, responsive, communicated with his officers as well as command. Did everything a good HoS should do. Hivebots spawned in secure storage with the phoron canisters. Command of course arms up officers, gets engineers, sets up emitters, etc. But it goes fucky, hivebots tear open a canister, it ignites. Three dead. At the end of everything, I arranged a command meeting, which Takeshi did attend, of course. We discussed what exactly has happened there, how the people died, how it was all preventable, etc. I want to see more moments like this. Super good round.
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https://github.com/Aurorastation/Aurora.3/pull/14443 PR up only AI can change alert level borgs cannot
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Lately we've been getting so few antags, that sometimes even autotraitor can't start, cause there's not even one player with traitor prefs on. I've seen thoughts/opinions, that people don't want to play on-ship antags, cause then the reputation of their main char gets ruined or whatever. Some people always keep their antag prefs on, but then we get into situations like, four rounds back to back, where the same one character is an antag in every one of these rounds. So these people are easy to be metagamed then, intentionally or not. Or people can avoid such characters, cause they don't want to die or whatever. And one-off chars created just for antagging don't really work... since you aren't guaranteed to roll antag, so if you don't roll it, you are stuck with your non-main char, and cryoing if you don't roll antag is frowned upon. So I propose this: 1. You roll a round-start on-ship antag (traitor, ling, vamp, etc) with your main character called Felix Friendly, who has lots of friends and very good reputation as someone who wouldn't hurt a fly 2. BUT! You do not spawn immediately on the ship, and you aren't put in the manifest or anything yet, so other people don't know that your Felix Friendly is on 3. You instead spawn elsewhere, on the centcomm z-level or whatever 4. You can change your appearance, name, etc, so you can be Thomas Traitor that nobody really knows, or Victoria Vampire, or Luke Ling - but you don't have to! You can also just stay as Felix Friendly if you want 5. You can press a button or something to spawn on the ship as normal 6. Now you are teleported to cryo or to the lift, get an arrival announcement, and are put in the manifest, and can do whatever antaggy things that you want
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On a roleplay perspective, it absolutely does make sense. Why do you have to pay the bartender for the drinks? Because we don't have an unlimited number of bottles, and fancy booze is not necessary for you to live and work efficiently, like air or living space or work uniforms are. You want nice things, like fancy drinks, good food, bigger room, stylish clothes, jewelry and accessories - you have to pay for them from your own pocket. And besides, in real life, this is already a thing: list of things sold to crew on US ships in WW2 or whatever. That's called a slop chest, ship store, or something like that, and they do function today as well, on modern ships or aircraft carriers, I am sure. On a gameplay perspective, I have mixed feelings. I think it's cool and makes sense, but this would probably be rarely visited, cause like, I don't think it would generate a lot of roleplay. There's only so much "hey, I ran out of toothpaste in my room" or "hello, my jumpsuit got torn and ruined and I need a new one" that you can try to roleplay out. Maybe it could be better as like, a set of vendors for clothes, accessories, toiletries, etc, instead of a dedicated person to sell these. Also, this is not redundant, because this is stuff for the crew, not for the work that they're doing. You order metal and plasteel from cargo, upgraded engineering tools from science, but a new set of clothes from this on-ship merchant.
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WhatsUpBrotendo Skrell Dev App
Dreamix replied to WhatsUpBrotendo's topic in Developer Applications Archives
What nations would you like Jargon to warm up its relations with? Eridani? It'd make sense to me I think. Three Eridani sectors are owned by Heph and Zeng, which Jargon does have the exchange programs with. Izweski, maybe? The politics page says "it is clear some amount of change is on the horizon, for better or for worse". I think it'd be interesting to see how it develops, and how Jargon could support the unathi there. Wild thought, something like the Zeng-hu Jargon Division drip, but for Jargon-Izweski cooperation. And how about *worsening* of relations? Have you considered that too? My understanding is kinda that, currently Jargon doesn't really *like* anyone, but doesn't really *dislike* anyone either. I'm not a lore dev or anything, but as a skrell main for the past few months, I found Brotendo to be helpful in the lore discord, and I like their ideas on lore and stuff. Luv me skrell, luv C'thur, luv Jargon. -
Just played as my orange skrell XO, with Joel Carter as OM, on an extended round. Joel was alright, helpful, talkative, interacted with me, other command member, as well as the crew. Even resolved some issue or disagreements with his machinists. +1 for okay command play (but also -1 for negative drip. Change up the hair, please, I hate it) edit: Now played another one, and the same applies as above. Carter is fine, though he got negative drip. Arranged with other command an expedition, prepared the miner(s), etc.
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Love this suggestion/project. In real life (at least where I live, in central europe), smoking indoors is considered like, "what are you doing dude", and maybe even "are you dumb". Even outdoors if you smoke like at a bus stop or outside of a store, you could politely be asked to do it elsewhere, away from other people. Meanwhile on aurora? If you tell someone to not smoke in the fucking medbay, they're like, "why".
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Sneakyranger Command Whitelist
Dreamix replied to Sneakyranger's topic in Whitelist Applications Archives
Just played a round as my skrell XO, with Duong Huu Thuan as CE. They seemed to be capable, communicated with the other heads of staff, and with their engineer staff, including teaching apprentices, from what I saw. That's just one round, but a +1 still I think -
This sounds really, really, really awesome, and would potentially drive a lot of roleplay. Would that mean that (for example) tajara stuff would be removed from the general snack and drink vendors? Or would these things be in both? Not sure about the locations of these. Like would they replace the vendor corners that we already have? I'd also love if the vendors were further away from the place, that the departments that these species usually are in. Like for example, there's lots of sec and engie cats, so I'd put their PRA corner near cargo. Vaurca corner should be somewhere central and with other people, like by the bar/kitchen, cause vaurca are our thing, and should be in the open for people to see. Lots of skrell in command and science and medical, so their corner should be like, dunno, bottom deck maybe.
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Miners need some more love. "Shaft miner" is a super silly title. They should get a fancy title like "Acquisition Specialist" or "EVA Specialists", or something similarly fitting, to be inline with the change from boring "Cargo" to the fancy "Operations". Miners already do much more than just mining, and are expected to do more than just mining. They HAVE to be weapons trained, to fight the monsters on the asteroid, which are all canon and all, and they indeed do get weapons in the form of KAs. They need to know piloting. And they get good EVA gear, too. Miners already are "EVA Specialists" in everything but name. Miners should definitively be able to go salvage the derelicts or whatever. Why? Because no one else wants to. This isn't an issue with command - expeditions are boring for everyone on the expedition team, except like one or two people who actually get to do things, if any at all. If the stars align, and a derelict spawns, and there's command staff to organize the expedition, and bridge crew to lead it, and enough crew in every department... and command still needs to ask people if they want to "volunteer", cause people are hesitant to go. I've even seen people say they'd rather cryo than be forced to go on an expedition. If miners shouldn't go to derelicts and do expeditions, then that'd be super lame. There's lots of miner mains, and they seem to have lots of fun on the derelicts and etc. Gating away derelicts behind expeditions would mean they'd be very rarely visited. Wild idea, how about: - change miner title to something cool - give them interpid access - allow them to arrange expeditions
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I'd love it if there were pants and shirts from the uniforms but separate from the actual uniforms, as in like, standalone pants-only and shirt-accessory-only. Would make it so you could for example, wear pants from the black zavod uniform, and shirt from the tan zavod uniform. Right now you can't really closely replicate the uniforms using other items.
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Diggey Mineson Command appli- Pfft
Dreamix replied to Diggey's topic in Whitelist Applications Archives
I do enjoy Diggey's characters, both the off-ship ones [Zacharias, Supsa] and on-ship [Otenell, Theth, Han]. I do not think I interacted with the other characters. Zacharias and Supsa especially so, I've seen them lead Orion/Freighter a solid few times each, and generate good roleplay for both Orion/Freighter crew, as well as Horizon's crew, having played on both sides alongside them. I believe the Orion/Freighter experience and gameplay transfers well to Operations Manager, which is very much a low-stress role, even if it is command. I support this app +1 -
Okay. I want to reiterate my point/stance on this. I'd love it if sec officers had to wear faction colors and/or accessories, so they're easily identifiable that they are security, on a first glance. This would allow lots of freedom, while at the same time, having officers be easily identifiable as security. - Want shorts? They should be green if you're Idris. Or white, with green accessories, etc. You get the idea. - No wearing brown/blue-gray/red as PCMG, as those are Zavod colors. Or jade-green/white as Zavod, as those are Idris colors. Etc, etc. - Want a full business suit? That's a bit weird I guess, but you better reference the company colors somehow, like with a tie, gloves, shirt, headwear, or something. - Just the standard gray assistant's jumpsuit? Sure, if you wear company accessories, like the awesome Idris labcoat or something. - Normal jacket over the default uniform? Sure. Being restricted to only the default clothes that they start with would definitely suck, since there's no variations right now. And also the whole confusion and mess with the uniforms PRs or whatever, really needs to be un-confused and un-messed. Also... The security factions really lack some of the clothes options, that are seen in other departments. Like the "department jackets selection" or "poncho selection".
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Absolutely not. It makes sense both ICly and OOCly for officers to have to wear their uniforms. > It's just not fair It's very fair. Pretty much every other department has no problem with wearing their uniforms and standard gear/clothes, and staying identifiable as, well, members of their department. Hell, they do it with pride, even. Engineers wear their huge bright yellow industrial backpacks, orange berets, brown work boots. Science, and especially also medical, almost always wear their labcoats or scrubs or whatever. Hangar techs wear their orange ponchos and caps. Bridge crewmen almost always wear their default uniform, just with accessories like capes. Etc, etc. Uniforms are very much a matter of identity of a department. It's like, a part of the whole job, to look like the position that a character is supposed to be representing Only some officers absolutely must have to wear not even one item of their security officer uniform, and have to look like they're taking a casual walk in the part. Ripped jeans, deep v-neck shirt, designer leather jacket, sneakers. Most officers that I've seen, have no problem with this. Like, zavod and idris are especially drippy and swaggy. And like, I made an idris sec officer char, just so I could wear that awesome jade-green labcoat. > security patches or badges No. Full uniforms, or at least the zavod/idris/pcmg accessories, or at least their colors. Security should be easily identifiable for other crew, and also for antags (this is the OOC part). If they don't have to be easily identifiable, then they don't even need badges or patches either, cause you can just examine and look at their ID.
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Just been in a round with Ebere Ijeoma, as my interim OM, and they were pretty capable I think. I've even suggested to get Ebere to interim CMO, but nobody has really responded as other things were happening. And, generally, their RP looks fine, and they can do their medical responsibilities well, from what I've seen. The hidden/fake identity seems fine to me. I don't think I've really seen any other character of theirs, though.
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I like offworlders and the ESS. I think it's cool stuff, and exoskeletons are a pretty common scifi concept: exoskeleton from Edge of Tomorrow is one of my favorite examples, but there's lots more. I'd like to propose these additions, and I am willing to implement them myself, if they were to be approved. The exact details and balance are to be discussed, of course. 1. ESS in the traitor uplink. Stats, name, flavor text, looks, and everything same as the normal ESS; with the exception of modules: it could allow installing any module in it (general, light combat, heavy combat, utility, medical, special). It would give offworlder antags some additional utility I think, and they could outfit that ESS with the hardsuit modules from the uplink, or whatever they steal or build as normal (mechanists or research). Cost could be 1 or 2 telecrystals, since it doesn't really give you anything by itself. 2. Normal ESS being orderable from cargo, and/or craftable by the machinists. The materials cost could be 10% or 20% of the Standard EVA suit, just steel and glass, as it has no armor and it's not space rated. Cargo points cost, dunno. 3. ESS variants, being upgrades to the standard ESS, craftable and/or researchable by the machinists: 3a. Industrial ESS. Some melee (the exoskeleton helps absorbing blows) and energy armor (exoskeleton acts as a faraday cage or something). Could hold more stuff in the suit slot, as the normal ESS can only hold air tanks and flashlights. It could also take utility modules, since the ESS can't hold those. 3b. Rescue/medical ESS. As above, but also medical modules 3c. Security ESS. Similar to the industrial one, but some more melee and energy armor maybe, and also could take light combat modules. 3d. Combat ESS. Same as the security one, but maybe even more armor, and also could take heavy combat modules? 3e. Powerloader ESS. Something like the P-5000 Powered Work Loader from the Aliens. Yes, I know we have the APLU Ripley, but that's a proper big mecha/EXO, and can take exosuit modules, can be used in space, and has armor. This ESS wouldn't be space rated, and wouldn't really be armored. I have no idea how to implement the crate-carrying functionalities, though. Not really sure about 3. But I think it would give the mechanists a tiny bit more work to do, letting them upgrade offworlders with better ESS'es.