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ImmortalRedshirt

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Everything posted by ImmortalRedshirt

  1. Having played mining quite a bit, yeah, the bleeding is the real kicker here. Gecko's teleportation idea could be viable for especially bad cases, but in the meantime, chemicals like coagzolug could stop the worst bleeding long enough to get back to the Horizon. Maybe a dex plus autoinjector too, to bring up the oxygenation. The dark and dangerous nature of mining has made it a consistently tense experience that I absolutely adore, but a guaranteed death on the way back home is an anticlimactic ending.
  2. Noted and edited to reflect events of KOTW. In a more general note, first section was reworded last night.
  3. I don't think I can agree with the sentiment that what makes a faction engaging is how much violence it is capable of and willing to cause. Rather, it comes down to the societies, and how their differences influence interaction between characters of disparate and similar backgrounds on the server itself, as that is what we spend the most time focusing on in the game. This is an aspect of a faction's lore that, when compelling enough(and in the case of the Scarabs, I very much believe it is), can carry interactions even without in-universe development of the faction itself on a macro scale. In a more general note, Iraiya has received another update, following some feedback.
  4. Lore Impact (Small/Medium/Large): Medium. It's not a big change, length-wise, but still has an impact on the society. Species: Human Short Description: Removes the conquest-focused side of the Scarab fleet. How will this be reflected on-station?: Scarab characters will no longer have to wrestle with the baggage of a warmongering streak they never talk about anyway. 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: Working off the same paragraphs currently on the wiki(last parts of the History section on the Scarabs page, and the description for Iraiya on Notable Humans), new sections are bolded and colored green. This is intended to be a small edit and I do not have the goal of touching any other elements of overarching Scarab culture or history, after discussion with Scarab players.
  5. So, it's no small surprise that Vysoka, as a planet, has held my interest since starting here, partially from its blending of a very familiar environment with completely unfamiliar things. I can confidently say that this rewrite far and away surpasses the current version in almost every regard. I'll start off with some questions and criticisms first to get those out of the way: Dainshu are mentioned quite a few times throughout the document, though a description isn't included. I assume they will remain mostly unchanged from how they are now? The current state of the hosts is unclear, in that it's hard to determine if they're getting on just fine or if the entire concept of the host society is breaking apart at the seams, mainly due to the examples listed(interesting as they are...) In regards to the usvolo, most modern, non-electronic instruments rarely consist entirely of plastic(speaking from my own experiences, it could be different elsewhere) The culture document mentions some offworld groups creating subcultures within the cities. This doesn't need any major elaboration if you don't feel like it, but having a sentence or two that gives readers an idea of how things might merge would be handy. Really, I'm just nitpicking at this point, there's so much more I liked about it: The new flag is great in a way I'm not entirely sure how to explain why Speaking of flags, I love how every single city and host that's written about has a flag attached to them. Think I might put them together in a program later, just to see how they'd actually look The multipolar nature of how the planet is organized is pretty unique in human lore, and the only thing that comes close are the Scarabs, albeit much less so. The implications that this has caused conflict in the past are also really intriguing and I can't wait to see the history get fully formed. Giving other parts of the lore their own ways to interact with Vysoka in both positive and negative ways goes a long way to making it feel more in-depth(such as the various views the people have towards Himean syndicates.) Spelling out the fact that hosts make up a smaller portion of the population is much-needed and should help the planet move away from common stereotypes. Speaking of stereotypes, the attitudes towards throat singing are a very smart idea(very good choices for popular genres of music too, I am not biased in any way) Having technology outside the cities be a strange mix of old and new in the same object is a really nice direction. I'm just imagining a tractor like the one in my avatar being integrated with all sorts of the sophisticated precision technologies the modern farmer uses, but with even more futuristic tech The position of IPCs within Stolitism was a surprise when I first saw it, but in a good way. Stolitism in general is really good Most importantly...the fact that this rewrite focuses way more on the life and society of Vysokans than the government and politics is what has earned a considerable portion of my favor. To me, it'll always be the most important part of any world's lore because it's something that players can actually use This post does feel a bit rambly and incoherent at some points, and is definitely weighted more towards positive feedback, but I feel it is something this application very much deserves. Amazing work here.
  6. Oh, the IAC got updated. Overall, the idea of expanding on what they do and where is good, but there's just one issue. I'm not really into the idea of them being a corrupted organization, especially when everyone else gets plenty of that already, and it doesn't feel like a fitting drawback. Perhaps a more appropriate one would be an IAC that tries to stay clean in spite of everything going on around the Spur, and draw the conflict, struggle, and triumphs from how their efforts are made difficult by this persistence. Focus on the external rather than the internal. After all, that's what the corps was made to do.
  7. I'd argue that things like the jumpsuit is a necessary concession to make for the sake of the game, as it's much easier to notice than an armband or hat labelled "IAC MEDIC DON'T SHOOT" with the level of fidelity we have.
  8. Point about the sensors still stands, but thanks for the heads up!
  9. So, it looks like piloting got updated and...these changes might not be for the better, as represented by this picture. First off, this partial movement(where ships move a pixel at a time instead of a grid, similar to how servers like NSV work, though with much less direct control) may have unintentionally broken how the ship moves. Maneuvers that could be completed fairly quickly at the speed displayed now take a considerable amount of time(7 tiles in over half an hour). As jobs like mining require us to be at a certain spot quickly enough in order to provide what several jobs need, this is a serious issue when it comes to the gameplay of several jobs, to say nothing about how it affects EVA activity for so long. The other point is the sensors. Before, you could get a pretty good visual on the area, but now turning the range up to anything beyond 2 causes heat to buildup, turning navigation into a chore In short, where piloting was rudimentary before, it's even more unengaging now and has a negative impact on more than just the people who fly this ship.
  10. So, I really like the idea of the districts being a place where characters can choose a place to live that has it's own unique style to it, from housing for the wealthiest to a district perpetually embroiled in a miniature civil war oh God someone please do something about them. It's overall pretty good, and the diversity of living situations is something that I'm going to miss greatly when transitioning over to the standardized, sterile halls of the Horizon, where everyone lives in the same types of living spaces. That being said, there are some glaring issues. For one, the city is the size of Vermont and New Hampshire combined, which may be a bit too excessive. I'd recommend dropping the physical size of Mendell from the wiki, we can infer from the population that it's a really big place. As for districts themselves, I'd love to see it talk more about places where the various species and nations of the cosmos live near each other instead of dividing them into neat little district-sized boxes. Places like D6 and D9 are iconic at this point, but what about the other residential districts? How do the unique experiences of each species mix together and what does it create?
  11. ...alright, this was probably deserved, without a doubt. To clear some potential assumptions out of the way, this character would never have been made if I was cisgendered. Perhaps as a result, this may have made things even worse, as my interpretation of how things go everywhere stems from the way we're treated around where I live. This, without a doubt, was a mistake. - As for the exploitables, after some discussion while in-round, I've gotten it into my head that it was too extreme of a step, and it will not be coming up again, replaced with something completely unrelated(late-night clarification: I was approached by a staff member in-game about the matter, where purging that mess from all recorded mediums was agreed upon. Sadly, things were already too far in play by then to stop the full extent of the disaster) - I've also been informed about how the comments on the relay can be interpreted in a way separate from my intentions. Once again, I apologize for this, genocide is never excusable in any circumstances. Onto the character itself, when I had written them, I had wanted to explore something that felt personally significant, something that I had experience with. I tried to balance showing the bright side of things, as well as some of the struggles. In the case of the latter, if this round is anything to go off of, I've failed. The former, however, has yielded much better results, but I will not be elaborating on that unless it is needed. There was never any thought of making a caricature out of this, even if that is the image some have gotten from this round. In short, I mean no deliberate malice with the character's status as a trans woman, I don't think I could live with myself if that were the case. The character itself was twisted by what I deal with, and if I am able to continue playing here as them, I promise to turn it around, make something better out of them. There are probably some points I'm missing. If so, please reach out, and I can address them.
  12. Alright, now I'm sold on this. The contrast really does sell the mood further than before.
  13. Okay, code red looks like a genuine emergency now, so that's pretty neat. On another note, I'm not sure where this idea suddenly came from, but when combined with the default, non-code red implementation, how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look? Instead of darkening across the board, it gives the map a bit more of a striking contrast and a splash of color as well.
  14. I personally feel that the sterility is the atmosphere in the case of this map, where the well-travelled areas are given the treatment of bright lighting and the more industrial underbelly is dimmer. As it stands, the lighting/atmosphere across the whole entire map shouldn't be grimendarkened, just to force in a style that feels at odds with the main concept of the location.
  15. MMPPD isn't actually caused by prosthetics and such, but rather by the inability to handle certain societal conditions, such as those present in hypercorporate states. Of course, the megacorps try to draw attention away from this by focusing on the cases where the victim was substantially augmented and declare that as the sole cause. Why yes, I have been playing Cyberpunk, how could you tell?
  16. +1. I don't doubt for a second her ability to RP effectively, and in addition, there is a clear desire to do something interesting and unique with this and any future characters.
  17. I'm with what others are saying about the Bridge Crew, first thing that popped into my head when I saw it was "greytider." It needs a bit more color to it. Heph's engi uniform is a massive improvement over the last preview. This last one is more of a question, but I assume the IAC jumpsuit will remain unchanged?
  18. Our newest employee seems like a fish out of water.
  19. I believe that most Coalition worlds that have things written about them(yes, even Crosk, albeit with some modification) serve some kind of purpose in the overall sense of things in the "nation", whether to demonstrate its diversity or some aspect that might not be thought about much, like the colony becoming the colonizer(except the Conglomerate, which would need a full-on overhaul in order to actually serve any purpose, compared to other locations, which at the most need some additions and adjustments to get up to somewhere serviceable.) ...yeah, the pretty big sticking point is definitely the Conglomerate. I don't hold a negative opinion of the core ideology, and I like having a variety of backgrounds for Offworlders, but it is...cursed. I've taken some time to rewrite it, see if anything could be salvaged, and soon realized that what I had spawned only bore surface similarities and might as well have been a brand new place. It's just such an anomaly.
  20. Can't say that I'm on board with suddenly slapping a cultural "box" around what was written to be a melting pot, especially for a planet in Tau Ceti, and especially for a planet who's very structure is built around distinct settlements connected by threads of commerce. If I had to go with one of the possibilities Crom has laid out, I think 2 would work wonderfully and is how I would interpret Old Gibson. Individual arcologies may hold a diverse human population or may be dominated by one or two groups, but all of them share a collective identity that transcends ethnicity, such as the industrial stylings and legends like The Snow That is Most Definitely Alive.
  21. This is an appropriate place to strike a line. It keeps profile pictures flexible while eliminating ones that stick out like a sore thumb and likely aren't as funny as imagined.
  22. By making them a normal aspect of life(unless you're in Dominia.) Most people in-universe recognize the purpose augmentations have through both medical and utility purposes. It's not given much attention outside of various subcultures because it's about as normal as the concept of FTL Travel. Some people are reluctant to let their organic bits go, for understandable reasons, while others are eager to experiment and push the envelope, also for understandable reasons. It's agreed upon that this technology has solved a myriad of problems, but as with anything, opens up a new set of challenges. As for the theology itself, it doesn't really stand out that much. What's more, this seems to already be an interpretation various Trinary players take, this idea of mutual growth of man and machine without feeling the need to ascribe some significant value to a simple tool.
  23. One thing to bear in mind is that engineering on the Aurora is a significantly different job than the overhyped desk job it is in real life. In-game, their responsibilities lean much closer to a blue-collar technician or mechanic. For an example, let's consider something like a diesel technician. Like the Aurora Engineer, they work around hazardous equipment, perform maintenance, repair damage, all that good stuff, and both areas are complicated enough to require a period of education before even being allowed to so much as touch what you're working on. According to the US Bureau of Labor Statistics, the average wage for the former is about $24.13 per hour, or roughly 50 thousand a year. Huge difference between that and an IRL engineer. Even when splitting the difference, meeting partway, and calling that the typical pay for a station engineer, that still results in, on average, a lower pay than anyone in Research.
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