-
Posts
360 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by CatsinHD
-
I have minor disagreements with how some aspects of the job are categorized here, and really disagree with removing prosthetics or mechs. Everything a machinist does is within the scope of mechatronics/robotics, and is one of the few jobs that manages to actually have a job in-line with their education. I would hate to see some of these aspects removed for a job that already struggles to keep enough gameplay (at least when I used to main it). I would normally avoid bringing in other topics that are outside the scope of the thread (adding ZH in this case), but I'll do so anyways since it's already been brought up twice. Machinists are best put in medical. They are doctors for robots at their core, both IPCs and stationbounds, and have a heavy hand in implants, augments, and prosthetics which are primarily used in medical. Mechs/hardsuits are the only part which doesn't fit, but in all honesty, it doesn't matter. Mechs/hardsuits don't fit anywhere but machinist, meanwhile the rest of machinist is better attached to medical who most often calls upon them for X organ or Y prosthetic or Z dead IPC. HOWEVER. Moving the machinist's department is already a long enough discussion as is that is not within the scope of the thread. It is simpler and less intrusive to either: A. Deal with no ZH roboticists. There can be lore reasons, or it's handwaved as many things are. B. Add ZH to machinist
-
tldr; I'm in support. It makes sense in lore to allow ZH employees to be machinists. Among the many things that make me rant (including the name of machinist), the position of machinist itself within the departments is one. I agree completely that ZH should be allowed to have machinists. The 2 major factions producing prosthetics are, quite literally, ZH and heph (we ignore EE since they are unplayable). Open the prosthetics selection. It's either a ZH affiliated prosthetic, heph affiliated, or unbranded (synthskin is questionable). I think, in lore, ZH has a stronger connection to robotics compared to the other corp in the machine shop, OE. Not to say I want to see OE removed. I think it is a great option, but ZH has a very strong connection to robotics that is criminally ignored with their exclusion. Mechanically, I would love to see pink labcoats in the workshop. I pray the maintainers don't shoot this down.
-
COMMENDATION REPORT - 09/03/2466
CatsinHD replied to The_Ill_Fated's topic in Archived Commendations
-
It happens. Basic level access to a department is, frankly, the bare minimum anyone in said department should have. If you're an assistant specifically for that department, you 100% should get it. Still got my support for the concept either way (especially if someone is able to sprite new uniforms...).
-
The janitor has a pretty wide access net all things considered (basic level access to most departments is nothing to scoff at). In all honesty, if it weren't for previous discussions, I'd actually suggest just giving each department its own assistant role (exceptions apply) and just remove the basic assistant slot (although keeping it is fine for brand new players, I guess). I'll leave that to maintainers to figure out, in the end. On another note, I honestly don't mind this. It would be a little difficult to define exact duties, which muddies the waters a little in some departments, but these are things that can be worked out over time. I think a shining example of how this sort of thing could work out is the Diplomatic Aide role. Despite being somewhat rare, when in use it seems to go quite well.
-
I am actually going to HARD disagree here. Landing and in-atmosphere operations can certainly require vision out of a viewing port, however operating within space itself is very much reliant on computers and screens because of the relativity of everything. Space is incredibly massive. Unless you are within spitting distance of another ship (which is not very safe unless you're landing or docking), you are likely not going to be able to see them with near enough detail. That is why I focus on the consoles, because the ship sensors and flight controls can see FAR more than what you can. This is already a fact of life for current space flight. BUT, vision is necessary for landing, docking, and arguably reading flight equipment, so it doesn't matter in the end. BCs having perfect vision is a better choice. Fortunately or unfortunately, they're something that are also ICly entrenched. If/when it gets reflavored as some other system, I'd be up for changing the requirements, but as it stands I'm still not a fan.
-
I'm not gonna get too in-depth with my thoughts on this, since buy in large I don't really have too strong of an opinion on whether certain jobs have expanded to restricted requirements. I will go ahead and say that dystopia has nothing to do with this. The issue with the Horizon is that it's a ship, a hazardous environment even in the 2400's. But we're here to play a game and make a character. I mainly have these notes to say: Consulars/Reps shouldn't be blind. Records are fine, there's probably some functionality for feature narration, but they have to be able to write, send, and receive faxes. We can argue until the cows come home whether faxes can be offered in brail, but writing and sending them is a different ballgame. I have no clue what the difficulties may be with writing blind. I am more than ready to cede my position and support blind reps/consulars if writing while blind is something possible to a degree that you could send it as an official communique. Eyesight should receive a new category for partial blindness, I.E. eyepatches. Afaik at the moment, eyepatches are within the flawed category (especially iPatches). But, given the "adequate depth perception" part of that description, I am led to believe eyepatches may be excluded... which doesn't feel right given the next option is blindness. All of the ships are operated through consoles, since flying by sight in space is... just not gonna work. As long as they can see the console screens, they'd be set. But, it depends, I can see it going either way. The rest I don't mind or generally support. None of my positions are set in stone, I just have a few concerns that generally prevent complete agreement.
-
-
[ACCEPTED] Valentine's IPC Application
CatsinHD replied to Valentine's topic in Whitelist Applications Archives
Despite being a CAT player... Valentine is a solid roleplayer who I have had the fortune of talking to, and would do well at the helm of a beep boop. I give a solid 𓁨 out of 𓆐 (I give him a +1) -
Those alt-titles are used to distinguish what they're learning. The Surgical Resident is focusing on surgery, whereas the Paramedic Trainee is focusing on medical first response. They're not used to specify long-term or short-term, more of a flag to say "hey, I want to learn X so I can become Y" and the "mentors" can adjust accordingly I don't really have much of an opinion. Science just sorta exists and has its fun (I have enjoyed xenobot... I just need a xenoflora report form). An alt-title seems neat, or just making a separate role. I'm mainly here to clarify the above point.
-
-
Let medical access the medical hardsuit helmet camera feed
CatsinHD replied to CatsinHD's topic in Suggestions & Ideas
The camera program does support ID restrictions, but the camera program isn't accessible at all for medical. We had a CMO in the round I mentioned, and they didn't have the ability to download the camera program, nor was it on their command laptop or any of the medical computers. I only mention the journalist program for that exact reason. If maintainers don't want the camera program on PDAs, then moving the medical hardsuit camera to the journalist program and ID locking it to medical is the way to avoid that while still letting medical have access to their own helmet cams. Right now, medical can't access the camera program whatsoever, and by extension the helmet cam. -
As the title says. I realized one round that medical can't download the camera monitoring program, and neither can the CMO. Guess where the Medical hardsuit helmet cam goes? The camera monitoring network. This means medical literally can't access the medical hardsuit helmet cam. Afaik, not even security can access it because they lack access (probably for the better). So, the solution? Two primary options: -Add camera monitoring to the medical lobby computer(s), and restrict the helmet cam to medical access only (so medical can ONLY see the helmet cam and nothing else). -Move the helmet cam to the journalist camera program and restrict access to it so only medical can see it.
-
I'll be honest, the extent of balancing body cams in the ways people are describing would nuke their usefulness to the point of no one using them (especially the on-body sprite, because drip is more important). The only reason I'd like them is because there are times I can't get an officer to communicate even if I shoved their handheld radio onto always transmit. This way I could at least keep track and continue to give orders as needed without being left totally in the dark. But as I said from the start. If we're going to add something but nuke it to this extent for balance reasons, just don't add it. It'd be like the tactical coif if the coif had a mechanical advantage beyond drip. Something that's in the armory but no one uses. Or maybe I'm wrong, which might be true. I just don't see the point in a camera that only works on blue, only sees 2 tiles range, and doesn't work in maintenance (where officers end up 70% of the time for a wild goose chase). You could achieve a FAR better result by just... using the camera monitor and using the camera map to track the officers manually. Now I would LOVE cameras for away-missions. In that case, make them normal helmet/body cameras and make them only work off-ship, but I won't ramble on that.
-
Time to through in my 2 cents as a Paramedic main (which gets the attention from med mains but I don't want the crate issue to go understated). I said this before, but the way the Horizon is designed right now is a literal nightmare for anything that would remotely be difficult to move up and down stairs. The cargo elevators are comically slow, and the solutions are bandaids. But, do I want the PR reverted... eh? I want essentially what Sneaky has suggested. Make intent (and possibly running) effect whether you get blocked by the stairs or not. Some people might not like this still, and to that I say fair enough, but I feel that letting intent change whether or not you pass the funny stairs would help. We won't need hoverbeds, and crates won't suddenly explode on impact with a raised surface. Oh- and make the cargo elevator faster. In the end, though, do whatever causes the least issues. It boils down to a change that played a far larger impact than expected, and all of the solutions to fixing it short of reverting require a lot of effort (such as remapping entire departments or hoverbeds and such). It comes to the question of when is it worth it. When is it worth it to add in ramps, redesign entire sections of the Horizon, add hoverbeds after a long debate, design X Y and Z solutions as opposed to reverting, perhaps putting in the over to cook longer, or just leaving it at the wayside.
-
I imagine some people may find it fun. I made my post mostly over my own opinion, and I have yet to enjoy interacting with the statuette. While I would have no issue just leaving it for whoever wants to interact with it, I tend to get roped in as a Paramedic main which is why I've thrown in my 2 cents. But again, just my opinion. While I was perhaps a little harsh with advocating for outright removal, lowering the spawn and/or nerfing it some would be fine by me. My gripes mainly come from how often it spawns and how deadly it tends to be without the option to stop it (adding a way for xenoarchs to contain it would also be amazing). As for the bug report, I never really assumed it was bugged. I know little about the underlying code, I just assumed it was designed to be how it was.