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CourierBravo

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Everything posted by CourierBravo

  1. Hi, I'm going to begin work on a project to just pump out a ton of ruins themed for the various planets and exoplanets we'll be able to visit in the coming months. This thread exists purely so I can gather ideas from you lot, and make them real. You post what you'd like to see, I'll make a version of them real. I may contact you via discord for more instant feedback or elaboration about an idea. As this thread continues, I'll mark off ideas in the Original Post via edits. It will be divided into "WIP" and "Completed." This should make it easy to see if an idea has already been suggested. I'll also periodically post screenshots of completed ruins. WIP: -Abandoned getmore convenience store -35th Fleet Remains -Abandoned spaceports or landing pads. -Old refueling stations. -Roads. -more elaborate Orion Deposit Sites -scrapyard away site -great ball of trash away site Completed: -Cargo depots, partial (brainstorming other ideas) -Camp sites. -Prepper bunker. -Cargo depots. -Crashed ship with a survivor camp (The survivors aren't there.)
  2. Update: half a year later, Ive decided I'll be re-doing the coalition survey ship to bring it up to current standards. This is currently third in line of my current projects I'm working on, so it may be another month or so before I begin work. This is just to bring attention to it that yes, I seriously plan to fix the problems. I'm a little embarrassed that I've let them sit this long, so I'm going to rectify them.
  3. I agree, hence my suggested idea of focusing less on removing and more on changing who has access to what over my first thought of "lol lmao lets remove it." Alright, the following is largely going to be feedback to Matt's own view of these, but I'll be using Nagito's reply for quotes as well. That's fair, its never examined much from the science perspective. But, that's also largely because there's not many R&D Science players around to propose it from their point of view. My suggestion comes from a place of being someone playing a machinist currently. And, my not having touched R&D science in about 3 years due to its general lack of things to do/explore. That being said, I still say this fundamentally is a problem for the machinist*. Every other job does have features locked away behind other job titles, but they all have work arounds that are intended design. For example, security not having access to the armory if there isn't a warden. The head of security, an executive officer, the captain, or anyone who has the captains spare ID can open the armory. Engineering can either hack their way in, or blow open the doors or walls through more destructive means. And operations can use their budget to order weapons. Medical often benefits greatly from having a pharmacist around. However, there's not always one around. The workarounds they get are: Using a combination of surgery and cryotubes, using warehouse medicine, and using the limited supply of medicine on hand through the medical vendors, first aid kits, and medicine lockers. Machinists just do not have a work around that they can do to get access to a significant amount of the job content, if there's no one in science. They do in the form of the tech processor or building their own destructive analyzer, but again, thats off limits for good reason. At that point, you're just doing two jobs. No good. Now all that being said, and still saying this is a problem for this job, I'm no longer convinced that the solution is what I've thought of, at least not fully. This, specifically, is what changed the narrative in my head. My suggestion doesn't fix the problem, it treats a symptom only by making the root problem worse. Which was further supported by: When I was first thinking this through, I didn't think of it as a genuine barrier compared to materials other than 'needlessly' requiring one more person to achieve the same result. R&D typically only takes a couple minutes, mining is usually half an hour. Hence, my recommendation to make materials the main gate. But, after thinking of it more in this light, I'm coming around on it. Especially in the context of: On a round type like Merc, this doesn't as matter much. But, on lower pop with these changes? It would result in the machinist effectively killing most aggressive antags changes by just existing, and with very little cooperation with others. As much as I like shitting out exosuits and hardsuits ad breakneck speeds, the capacity to make them the combat variants over the utility/medical/engineering variants I want to make would be a major issue. So, where does that leave this? My suggestion was well thought out, but ultimately its not a reasonable ask with much more consideration and feedback. The cause of my problem isn't the reliance on R&D, because its not a problem. Its an intended balancing feature that is doing its job very well. By limiting gameplay by a completely unrelated problem. The solution to this symptom isn't to change how R&D works in this specific capacity. But rather, to add and change to R&D Science to create engaging gameplay that is fresh. That's a far more reasonable ask, though as Matt says, requires a much larger rework and is frankly a pretty massive project to undertake. Thank you very much for engaging and replying, everyone. especially you Matt.
  4. So originally, this thread was going to be titled "remove R&D, add more things for science to do." But the more and more ive written about it and gave it thought, i think this suggestion might be a less intrusive method to get the desired outcome. In its current form, the R&D Lab and the machinist bay feel very similar in form and purpose. They both have access to the protolathe, and they both have access to the circuit printer. The only differences: science can make tech processors, science has access to the destructive analyzer, and that machinists rely on research to be able to do a lot. This often leaves the really cool things like KA parts, mech parts, and hardsuits locked away. Scientists are often in short supply, likely because the gameplay is rather dull. So, what do I mean by "divide the protolathes and printers?" Right now, the protolathe and circuit printer only has one list of things it can make, and its shared by both parties. Both can, provided they have the materials, make everything the other can. What we could do, is change who has access to what items. For example, the machine shop would never really have a need to print experimental beakers, data disks, modular weapons, or experimental computer parts. Thats much more a science thing. And on the other side of it, Science doesn't have much need to print mining gear and mining circuit boards, mech boards, hardsuit boards, or half of the things in the experimental weapons tab. Things like the freeze gun and the plant mutation gun, and the syringe gun, for example, falling much more into Science, and force gloves, special shotgun ammo, and such fall more into the machine shop's wheelhouse. Okay so lets say we do that. Then what? You're still relying on R&D for the levels to access those things, right? Well, we change that. Anything that the machine shop has access to that R&D doesn't have access to, should just be unlocked at round start. All of those things now belong to tech level 3. Likewise, with just about anything in the mech printers, where the majority of the parts require silver, gold, diamond, or uranium to make. Which already puts up a pretty good barrier for preventing people from getting easy access to combat mechs and hardsuits. I think this could be further aided by making all of the ranged mech weapons and some other things, cost some third material that you can only get from mining. Minus the taser. For example, the immolater gun adds an extra 500 gold to its crafting. Same with the ballistic gun. Combat pattern mech parts would require, 500 diamond each or something arbitrary. Amounts of materials that are franky trivial costs, but act as a good way to impede round start combat equipment that would be really annoying to get griefed with. The hardsuits already do a good job of preventing this by costing these barrier materials already. So you can print all of the combat modules you want, but you'll have no access to a hardsuit to use them on with just steel and glass. Finally, anything shared by both departments, like stock machine parts, biotech devices (nanopaste my beloved), and power cells for example, require a scientist to still unlock the better versions of. I think this keeps the spirit of machinists relying on science to some degree, and gives some obligation for scientists spend the 5 minutes to do R&D. Is there a much easier way out? Yeah, you could just give both their own servers. Science keeps theirs, operations gets their own tech server put somewhere out of the way relative to their own office. Like the warehouse, where the ECD used to during the Silicon Nightmares Arc. But, that would also require removing the hard rule of "Machinists don't get to make tech processors." And I do think thats a good rule. So I wouldn't want to see this be the implemented option unless there's just no bandwith for a larger project like the one ive detailed the theory of above.
    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.
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  5. 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.
  6. 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.
  7. 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?
  8. 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?
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.)
  15. 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.
  16. 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.
  17. I’m one in a krillion

  18. 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
  19. I think this still needs to be addressed in some capacity. People are abusing the hell out of it. Sometimes intentionally, sometimes not. But, it's incredibly frustrating to go from almost full health to dead in a couple seconds. With my only visual cue being the text that I'm taking damage in the message box. Or the sound of my head fracturing after two head crushes. It seriously needs either some kind of adjustment or nerf.
    Very good event, good selection of amenities. Some things were missing, like wardrobes for changing underwear for the sauna. And some missing tiles under stairs. But overall it was a lovely map, and a well run event. Staff did a great job on damage control, and keeping things together after the crash.
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  20. Reporting Personnel: Samga Khulan Job Title of Reporting Personnel: Bridge Crewman (off duty) Game ID: Holiday Party 12/16/2463 Personnel Involved: All individuals are off duty. Samga Khulan - victim Lewis Lapointe - offender Eileen Goldschmidt - witness Kornelija Rigo - witness Secondary Witnesses: Time of Incident: During the party, within the first hour. Real Time: Unsure, during the event, after the crash. Location of Incident: Ski Resort, Xanu Nature of Incident: [ ] - Workplace Hazard [x] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ ] - Harassment [ ] - Assault [ ] - Misconduct [x] - Other- Vehicular negligence Overview of the Incident: While at the ski resort, during the party, I was making my way past the Christmas tree in the center of the grounds. I turned to talk to someone, and Lewis came out from the tree line on a snowmobile, drove onto the foot path, took a left turn, and drove into a crowded area full of people. He hit me, and I was pushed back several feet by the blow. It was damaging enough that it cut my arm open, and has left me with severe and painful bruising. Thankfully, I did not have a broken bone. He jumped off the snow mobile, and attempted to try and put gauze on my wounds. I, angry and upset that I was just hit by a vehicle, began to aggressively try and push him away, until he left. Elieen and Kornelija made sure I was okay, and Eileen took me to the resort medical room. There, I was treated, and released to "enjoy" the rest of the evening. Submitted Evidence: N/A Would you like to be personally interviewed?: [x] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: I did not, there was no security guard I saw, or heads of staff on duty due to it being an off ship party. Actions taken: N/A Additional Notes: CCIA NOTES: Additional concern was noted, and the following crew member was added as a witness: Ren Hartfort, Surgeon - witness Qiol Nalo-Jrolk, Chief Medical Officer - witness
  21. I've had a dozen instances of having troubles interacting with off ship characters, because of issues with airlocks. For the sake of smoothing things between bridge crewman (who are often handled the role of "deal with the outsiders"), I suggest we give them airlock access. They're already EVA trained, and it allows things to go smoother.
  22. Reporting Personnel: Samga Khulan Job Title of Reporting Personnel: Bridge Crewman (Off Duty) Game ID: cqq-bum8 Personnel Involved: Samga Khulan - Bridge Crewman (Off Duty) - victim Reem Faladay - Atmospheric Technician (Off Duty) - victim Kristopher Malahan- Librarian - offender Rosenwyn Edevane - Captain - witness Jacques Beaumont - Engineer - witness Secondary Witnesses: N/A Time of Incident: ~13:20-13:30 Real Time: Roughly 6:40am PST, 10/23/23 Location of Incident: Deck 3 Crew Lounge Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [x] - Harassment [ ] - Assault [ ] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: Mr. Malahan interrupted what was obviously a private dinner in the deck 3 crew lounge. Mr. Malahan was warned by the captain to leave us alone. Mr. Malahan ignored this, and felt the need to insert himself into our room to write, and make us read his political manifesto. He was then escorted out at our request by Captain Edevane. He then later came back, and sat in a nearby room. He made it a point to invite someone up over radio. When he left the area, he then made it a point to stop and inform us of something everyone heard over the radio, before being escorted away by Mr. Beaumont. He then later came back, pressed his face against the door, and asked if he could have our wine. I called for the captain via PDA, at which point he left. The captain came up with a group of other crew to investigate. We were left alone after that, though. No security was on shift at the time. Obviously, this area of the ship is a public area, and I can only expect so much privacy. However, I feel as though this was harassing, as he was informed to leave us alone, and then made multiple efforts to interrupt. To write and make us read his political manifesto. Submitted Evidence: N/A Would you like to be personally interviewed?: [x] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Reported to Captain Edevane Actions taken: Captain escorted Malahan out, then filed an injunction. Injunction was ignored. Additional Notes: While I'd rather not be interviewed, I'm also fine with being interviewed. I just have little further to say. Just let me know, please, I can fit an interview in very easily.
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