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Everything posted by CourierBravo
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
Busy work week, my days off should be clear now though, so I'm gonna try and pump out a handful of things every day. So far today, I've knocked out the cargo one with two abandoned warehouses. -
Character Complaint - Oliver Neely
CourierBravo replied to CourierBravo's topic in Complaints Boards Archive
As stated. Your character acts incredibly immature, and I find it both immersion breaking and unreasonable for an adult to do while on the clock. I'd be singing a completely different tune about wearing a fat suit and a cardboard robot head for most of the shift if you were off duty. I can't speak for any of the other players involved in the second round, but I did not enjoy seeing it. I can't imagine the others did, either, so I made this complaint. I'd like to tack on, I don't like to say much in the on server OOC about someones character to avoid dogpiling possibly happening. Nor on Discord. I think the forums is just the best format to voice a concern, because of its ease of moderation. This complaint isn't made with some kind of malicious intent or to get you banned or something. I'm voicing my concern, so the moderation team can decide if its unfounded or not. And decide a course of action from there. -
Character Complaint - Oliver Neely
CourierBravo replied to CourierBravo's topic in Complaints Boards Archive
It was a Jockeys round, and I late joined. When I came in, about 40 minutes or so into the round(?) the captains office was depressurized. Security characters in round were less than helpful in providing the information that the captains office was broken in to, but that's largely irrelevant to this outside 'what happened'. I called up engineering, and Neely was the one who responded. He probed some questions, what was broken, and what he'd need to fix it. I knew what was wrong, but the character I played at the time is a bridge crewman. She wouldn't know what he'd need to fix those windows. He clarified that he only had two hands to carry things, so he wanted to know what he'd need so he didn't have to make multiple trips. I asked if he had a backpack, surely he can put things in there. He said something to the effect of "oh I can't use it, I have my lunch in there." I told him to figure it out. I then check cameras just to make sure there's no carp, but the room is dark, so I pass that on. I observe him break into the office to do the repairs, and leave to do other things. I cant quite remember if I checked on him via cameras much, but I do remember him stating over radio, "I left the room more broken than I found it, but its pressurized again." I look inside, and I see one of the glass cases is shattered. I know that the glass cases not being well implemented and the filing cabinets not being able to be put back together isn't PrutteHans fault. However, I think its a reasonable expectation for a fully fledged engineer to be able to assess a room and repair it without breaking more things. -
Character Complaint - Oliver Neely
CourierBravo replied to CourierBravo's topic in Complaints Boards Archive
Update: Game ID: cs8-dCI0 Staff Involved: N/A Oliver spent most of the round wearing a fat suit, and later a cardborg box, while on the job. I'm not sure what if any engineering help he gave, I just remember seeing him in the bar frequently, seeming to pester the patrons and bartender. See attached images: -
BYOND Key: CourierBravo Game ID: cs8-derA Player Byond Key/Character name: Oliver Neely Staff involved: N/A Reason for complaint: LRP Behavior Regularly acting in a clownish behavior, along with being struggling to do seemingly basic engineering work. Spent 15 minutes attempting to repair the captains office, only to leave it more broken than he found it. Did you attempt to adminhelp the issue at the time? If so, what was the known action taken by administration/moderation?: No, I was doing other stuff in round at the time. I was too focused on the round to ahelp. Approximate Date/Time: roughly 40 minutes into round, around 2:30pm PST?
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
Update: its been a busy 'weekend' for me, I wasn't expecting to have a lot to do. I have however, learned how to use github to a very minor degree. This is a HUGE milestone for me, as this has been something I've been putting off since a short while after the Horizon map changed happen. Additionally, I've polished a separate project. I'll likely be able to get progress done tomorrow, Sunday's at my work have next to zero work to do. -
CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
Update: took the past two days to relax and either play other games or be in round. -
Big agree with this. what comes to mind for me is how much work NM has put into The Dawn Program, and it has no canonical impact. I think players would deeply enjoy the ability to effect this world in a real, tangible way. Deaths getting mentioned in articles, heroic acts memorialized, past arcs feeding into new ones in any capacity. To this day, i have no idea what the effect and impact of the adhomai expeditions was, outside of the stories from a handful of characters. The only tangible proof i have that it even happened is sprites in the code and a map in the captains office. It doesn’t have to be itemized or something. Everyone getting mentioned. But some level of recognition would be nice.
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo replied to CourierBravo's topic in Completed Projects
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CourierBravo's Tau Ceti Planets Ruins Suggestions.
CourierBravo posted a topic in Completed Projects
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.) -
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.
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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.
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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.
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Silicon Nightmares Event 4: Trial by Fire
CourierBravo reviewed La Villa Strangiato's event in Event Calendar
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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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.
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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.
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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?
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Change cuffs to make them a little more bearable.
CourierBravo replied to CourierBravo's topic in Suggestions & Ideas
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? -
Change cuffs to make them a little more bearable.
CourierBravo posted a topic in Suggestions & Ideas
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. -
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.
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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?
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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.