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Bejewledpot

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About Bejewledpot

  • Birthday 21/03/2001

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    I'm a data center technician

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Xenoarcheologist

Xenoarcheologist (19/37)

    I would like to start with this: this was a good event, and I had fun. I know others had fun too. This review is purely to notate what I noticed in terms of problems, and to notate potential solutions. I'll start off with things I liked, before getting talking about what could have used some work: -Atmosphere: the atmosphere of the map, the forward operating post, and the in game events were fantastic. It felt like a late night raid. It felt like something out of CM, but very much entirely our own. And I absolutely adored it. -Organization: Having the roles be very flexible and seemingly not very limited was fantastic. It allowed all people in all departments to be able to do what they are good at. And, I think it does a great job of alleviating the problems around events having fixed jobs. Please do more of this in the future for any operational event. Now, for the things I noticed issues with: -Supplies. Engineering and Operations were left with next to nothing to work with initially. The staging area only featured very basic tools, and no materials. This lead to supply having next to nothing to do, and next to nothing to do it with. I think we would be well served in the future, to provide operations and engineering proper prep areas and supplies to work with. In this specific case, I think this would have been best achieved by utilizing the location theme. What if instead of a generic outpost with a couple buildings and a couple landing pads, our outpost was apart of a set of warehouses? A warehouse to store all of engineering and operation's goods, and two other warehouses obviously torn down to make room for landing pads and thrown up buildings. -Direction. The start of the round felt very chaotic. There wasn't any brief on the operations post layout, our prep goals, or anything else. I very much felt like I was fumbling in the dark. While this is very much the captains job to settle out (to their credit they did do a good job briefing and giving a motivational speech), I think we would be best served in the future with a brief issued to the crew. Example: the map provided for the Aoyama visit. Ive been waffling between giving this a 3 or a 4, but I've decided to settle on a three. I think the execution of the event was, pardon my tradeband, fucking amazing. However, the planning and set up leaves some to be desired. The event runners and admins on staff did an amazing job, im so utterly proud of this community and how well the players did today in keeping in character, from my perspective at least.
  1. This is kinda what I have in mind. Roughly canary shaped and in footprint, so we can just use canary specific stuff already in use.
  2. Personally, as a BC, I've found a lot of success last round by dropping crew off and saying "alright, I'll be back in an hour. have fun kids." having a bus of a shuttle to do that would be kinda awesome. Maybe the middle ground here is. actually hold on lemme open strong rq.
  3. I'm very much down for this. I'm sure you could hijack the system used for merchant shuttles. Just point to point. Re-use the Canary shuttle pad, maybe?
  4. yeah, fair. I dont know, all I know is that there's a problem and while I don't know the solutions, I at least have ideas about it, y'know?
  5. Okay so, why am I making this thread? I've noticed as a security player, some players have a nasty habit of two things. One, constant cuff breaking. Two, security guards tugging people along to break their cuff slipping. So, I have some suggestions. 1. Double or Triple the time to slip handcuffs. Keep zipties and cable ties the same. 2. Make breaking cuffs uninterruptible, and require a yes/no prompt to finish and break cuffs. For the first one, I think if we make it so it takes longer to slip regular handcuffs, it'll reduce people's willingness to just constantly slip them and be annoying about it. I think this is a net benefit, and may make players think about how they can be more strategic with their slips. For the second, its in two parts. One, I've noticed a long standing habit of people tugging arrested people along to interrupt their handcuff slip. While I feel like its partially justified, a lot of the time its someone just constantly slipping cuffs. I also see it used a lot to just force an antag into staying detained. Even when they're not slip spamming.
  6. I'm also opposed to this, however, I think Geeves raises some genuine concerns and frustrations. Cycling in and out of the intrepid as a whole is very time consuming without straight up compromising the whole ship. So even though you can run, doing so can and will generate a giant headache for engineering staff if the intrepid comes back on any exoplanet without breathable oxygen/nitrogen atmosphere. I think this is more just a symptom of airlocks being slow to cycle on Aurora. Taking up to a minute to cycle at times. It's also a symptom of engineering being a slow time consuming role. Its slow to cool down or heat up anything. Its slow to repair and build anything. And its especially slow to repair wiring and atmospherics.
  7. Employee Name: Samga Khulan Employee Rank: Bridge Crewman Date of Interaction: 03/02/2466 Details of Interaction: Interaction 1: I was singing karaoke in the karaoke lounge for members of the horizon crew. A purpose drone came in, and started to listen to it. After a short while, it began to join the music. When I was done performing the first song, it scanned me with some kinda light, and then said goodbye, teleporting away. Interaction 2: I watched a drone communicate with a crewmember IPC in a hallway. I do not know the crewmember or remember their ID. They talked at length in EAL, the drone occasionally stopping to make ocean sounds. Information Acquired: N/A?
  8. Change. dat. sound! or just remove the sound entirely. People keep getting concerned because they hear a punching noise, not realizing that its the debugger.
  9. Well, then i think that needs to be addressed. Having this hold R being forced isn’t comfortable, and dramatically slows down my gameplay and ability to react. Nevermind the number of times I’ve been accidentally hit by people trying to pass me things just in 1 day. I agree with Arrow that a half assed system that isn’t standardized isn’t a solution. But a problem has been created. Until a developer can or does make our keybinds fully customizable, toggling the preference should be enabled. Ideally, given the context of Arrow’s decision, the outcome here is just, someone going “I’ll bite the bullet and make keybinds customizable.” But that’s a very difficult thing to get done. I’d be happy to offer up some money to encourage any dev who takes the project on though.
  10. See title. I think hold throw is a great addition for people who don't like toggle throw. However, I really like toggle throw. And having it be all the way on the end key now really messes with me. I use toggle throw a lot, and I would like to have both options be at my disposal. Rather than being forced into one. This is of course unless its already something I can toggle between. Which I cannot figure out if that's the case. I've tried. I've really tried. (I'd like to make a quick addendum to please be respectful about the change, and keep a respectful and polite tone in the thread. Thank you.)
  11. Absolutely true. Disruptors should still suck against any antag worth their salt. That cannot change, in my opinion. That being said, they suck against even unarmored people. Which I dont think should be the case. I think your average greytider should be manageable to take down with a disruptor, but struggle against anyone with even a bit of prep. In its current state, it really struggles to do that. The idea I'm getting at, is that disruptors should be decently good at taking down unarmored coworkers. A la, a taser. But should just be awful at anything else. That's the direction I'd like to see it go. As it is, I only use disruptors as a backup or a last resort when playing sec. I exclusively use the stun baton, because it does the job infinitely better. And its pretty easy to close the gap between myself and anyone who needs to take a dirtnap lmfao.
  12. I like disruptors as a weapon, but I do think they need some kind of buff. Maybe making their stun far better, since that's their main intended use, while keeping lethal damage the same? Something like that. I think having them be a worse pistol all around is a good thing. But they still need to be usable as more than a prop for an RP threat.
  13. I’m one in a krillion

  14. Reporting Personnel: Priya Patil Job Title of Reporting Personnel: Security Officer Game ID: cqN-a9yx (I think) Personnel Involved: Priya Patil - Security Officer - (Victim?) Niko Batushansky - Suspended Security Officer - (Offender) Secondary Witnesses: Alyssa Marino - Captain (also a victim but for an unrelated and handled issue involving the same person in the same shift) Clack Coldsmith - Investigator Time of Incident: ~6-7:30am Real Time: ~22:00-23:50 PST (GMT-8) Location of Incident: Deck 3 starboard lounge Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ ] - Harassment [ ] - Assault [x] - Misconduct [x] - Other: Concerning individual and concern for personal safety Overview of the Incident: During my shift, we had this new officer. She had some issues that resulted in her being suspended by Captain Marino regarding talking about Marino's records in front of other crew. She also had gone to medical to ask for crack. Unsure if this was a joke or for ADHD or whatever. Anyway. Apart of the negotiations to get her to surrender her shit without any more effort, I agreed to talk to her 1 on 1. So, after that, we went up to the smoking lounge to talk. In that talk, she told me that I look shockingly like a "fat girl" she had a huge crush on also named Priya that she couldn't have. She talked about how she and a friend broke into this other Priya's apartment and robbed her, and stole her clothes so she could wear them herself. So she could feel pretty like that Priya. I dont know if this was some kinda pity based attempted at romance or flirting but it was horrifically uncomfortable, and I do not feel particularly safe around this person considering how alike she sees me to this other Priya. Submitted Evidence: (attached chat log. Key phrase for start of interaction between characters will be " [Security] Niko Batushansky says, "Uh.." " Would you like to be personally interviewed?: [] - Yes [x] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: I told the captain, but after that I just wanted to go back to my dorm. Actions taken: Making this IR at advice of Relay Chat Moderator Evans Additio nal Notes: absolutely insane woman.html
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