
Estutes
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estutes
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Add distress beacons to the Horizon's shuttles.
Estutes replied to greenjoe's topic in Suggestions & Ideas
Perhaps some kind of "sectorial" fax machine that allows to send written messages long distances throughout the sector. But I don't think adding your regular fax machine to other vessels would be much of a problem... What's the CCIA players input on this? -
Three additional connection points in horizon bridge
Estutes replied to Estutes's topic in Suggestions & Ideas
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Hangar Technicians should have access to ALL hangars... They are tasked with everything hangar related but they can't access all of them. Atmospheric Technicians should also have access to the hangars since atmospherics is involved in the refueling of vessels, especially for the Canary: being an armed, lightweight two seat "scouting" vessel, makes sense for Atmospheric Technicians to be able to cook better fuel mixes for it. Either that or make the standard Canary more powerful. It doesn't make sense to me to have the Canary so underpowered compared to what the Horizon is able to do. The disadvantage of small size without the advantage of acceleration doesn't make sense to me. It's just a smaller, slower vessel that happens to be armed. This could be fine but considering it's a one hit slow mosquito... I understand you may not want to be zooming around the map all the time, and you may want to throttle back, but in combat situations even if you are retreating, you are just one hit away from becoming a derelict. It makes sense in cases like this to go super fast. Going back to the intial topic, allowing access to Atmos Tec. and Hangar Tec. to the Canary allows for what is now a slow drive into your uncles mechanic workshop for a 3 day repair/top up (you have to step out of the canary to let the personnel in and then let them out) instead would allow for a faster process and less waiting, which would make sense in high intensity scenarios where the Horizon may want to deploy all its assets to have the Canary do more continuous pit stops. For this last matter, having a floor marking in the pedestrian area pointing roughly where the connector port is when the Canary is landed would be high QOL for them. Picture attached
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You know those tables next to the engines console and the sensor console? During high workloads Bridge Crew usually use laptops and/or have to spend lots of time sitting there managing systems or standing by. Providing a connection point plug for PDAs and laptops would be super convenient, since It's in times like this (high workload) where BCs don't/can't get up to use the consoles behind them and those consoles behind them are usually already being used by the Heads of Staff. One next to the weapons station would also be neat. Not only "neat" but necessary, in high workload times BCs become stationary swiveling comms machines that constantly rotate between the sensors console, the helm, the PDA and the laptop without much change to get up and... recharge. The current "old school" charger that is next to the sensors console I'd prefer it to be moved somewhere else instead of removed so energy weapons can still be loaded in the bridge. Either that or change one of the two tables in each set for a console. But that'd be weird, and the plug would be so neat...
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Coming from the idea of the real life m551 that could fire both conventional (primer+cartridge+warhead) and ATGM missiles (rocket propelled warheads) in conjunction with the idea that having the Horizon a dedicated torpedo launching bay being too OP... I've come up with the idea of a special kind of modified cartridge for the longbow that instead of being purely explosive, is an advanced cartridge manufactured or bought by operations that contains a nozzle+engine+fuel+computer that would allow for the horizon shooting its longbow without lining up shots. This would allow for the SCCV Horizon to fire while fleeing a what would be a rocket propelled warhead that seeks its target. This idea could also be applied to the grauwolf as a "guided" cheaper to produce alternative although that might break balance, or perhaps It's a better choice. You decide!
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When everything is quiet, you can take your time to emote what's happening around you without problem. But this becomes a problem when a shooting starts where you can't really emote much as you are busy trying to save yourself or do the opposite to other. This lack of "emotion" when transmiting radio messages is quite bad because while the sender is jumping from cover to cover under gunfire, grenades, explosions etc... The receiver is either seeing some plain text like "I am bleeding" or at most "I AM BLEEDING" which totally removes the audible context of what is happening around the sender. I understand some headsets like the doble headset or maybe the bowman headset (I don't know) might be designed to muffle the transmission of unintended noises. I think a plaussible way to do this would be to check what happend around the sender in the last few seconds before sending the message. Two examples to ilustrate the problem: 1st: [Hailing] Mr. Crew Bridge says: "WE ARE A BIT BUSY RIGHT NOW" [Hailing] TCAF Most Loyal Soldier says: "Stop screaming over comms please" vs [Hailing] Mr. Crew Bridge says over the sound of gunfire: "WE ARE A BIT BUSY RIGHT NOW" [Hailing] TCAF Most Loyal Soldier says: "What's going on over there?" Another example to ilustrate the problem: https://discord.com/channels/157516682288562176/157531783779319808/1299172469667663913 There are of course ways and ideas to implement this. Perhaps if a explosion is big enough, just don't send the message and instead transmit a loud bang.
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Estutes started following Add new triage tag mechanics and Odyssey - Aurora's Gamemode Revolution
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I rarely post but this deserves one, as I've just come across this post. This is an absolutely excellent idea. I haven't played in ages due to me getting bored of the lore cycle for reasons that I don't think belong here, and the antag gameplay loop which was rather repetitive and never really liked, but this might see me coming back. This along with the changes I read a while back about off ships are in my opinion good changes (haven't seen them in game so can't comment further). It's definitely a step on the right direction, HRP means things are canon, and Aurora being HRP, that's what I want from it. The described issues in the doc are in my opinion well identified which is just half of the whole picture: the solutions proposed being the other half which makes for a neat concept makes me expectant to see implemented as it sounds really really good. I loved seeing the concerns of other players which in many cases are concerns I share, but the "let's try it out and see what sticks and what doesn't" is in my opinion the perfect approach. From this point on I'm going to make a lot of assumptions and personal of different things that I'm not presenting as fact. A crucial aspect that has been adressed and I'm excited about is that the gameplay loop and the level design won't be focused on balance for antags: I think the setting in which a game operates under is crucial for it to be believable. I belive that for setting to be believable, things around the player have to be reasonable and with purpose. Even when they are not, reasonable or with purpose, it still needs a believable explanation e.g., mismanagement, mistakes and/or strategic decision-making. But the idea that the setting must be believable prevails. This leads to my second point: we should be okay with losing while at the same time not afraid of winning (whatever that means) as It's not a matter of winning or losing but a matter of creating an interesting, believable, engaging story. I define winning as "I did what exactly my character would have done in these circumstances in a believable setting" which in my opinion is a win-win scenario for everyone in a HRP enviroment even when this leads to death. We should be okay with characters dying as well as we should be okay with the consequences of such events for the crew and the setting. A problem I had with how the gameplay loop was in the past (from my very personal p.o.v.) is that a lot of the thought process of the level designer went into "how do I keep everyone for destroying everyone every time" while also a lot of the thought process of the player went to "how do I keep things interesting for the other player" which in my opinion led to everyone auto-throttling down their intended actions which in turn created a vicious cycle where other players see you throttling down your actions and go "hm, I should go around this oblivious peaceful character that I would otherwise would have done XYZ to them or do XYZ actions"... By lifting this responsability from players shoulders which was a standarised thought process for everyone and moving them to the game master/mission which may have absolutely wacky or different expectations on what should or shouldn't happen in a certain situation allows for a lot more interesting scenarios as the mission/GM may not have your safety or well being in mind when deploying the scenario but instead may have a more "challenge" approach which in turn may shift this mental frame in players minds from "I gotta play my character while keeping things interesting to the other" to "I gotta play my character while completing the target objectives". And because this is a more of an In Character decision (whether if or not, or how to complete target objectives) this opens up the possibility for people to play in more interesting ways as now the consequences of their actions have plenty of IC consequences other than the OOC "bruh you steamrolled sec" or "did you really bomb med lol" as those things may now be reasonable things that an antag/canon contender may want to do to achieve its goals... Whether or not that is within the boundaries no longer is on the players shoulders. In more broader terms I think security, antags or canon contenders shouldn't be limited by the perceived effects of their own actions but instead of what is expected from them which in turn creates a more natural, realistic and believable action/reaction and RP. In the same way areas shouldn't be designed with the mental framework of "how would a ling interact in here" but instead "what would be the most realistic and useful approach". This doesn't mean removing the balance factor from the picture but instead shifting the balance factor from "we need to make everyone stay in the loop for as long as possible" to "everyone should play their characters the best they can" which accidentally will increase the ammount of interesting situations that happen. For security specifically I detect several broad issues related to antags (there may be more): 1. Never understood why security are expected not to be nosy or not to prevent problems before they become actual real problems or at least that's what I gather from reading many people. 2. Their actions many times are absolutely out of place which often lands them dead, most rounds being non canon means they face no real consequences while at the same time this is totally expected as they are to directly engage dangers that do engage back. 3. Just as a physician is expected to treat life-threatening injury or sickness, or an engineer is expected to repair ship integrity inmediately, security should be expected to act on anything that violates corporate regulations or raises reasonable suspicions as... that's their job. 4. We have shifted from (pre NBT) antags doing what exactly their role entails to their absolute limit and security in response doing the same... to antags exploring more broader areas of action, gimmicks and RP while having a very hard time hiding what's essentially a red strobe light on their head on the eyes of security with anything they do (sometimes even existing), which then stops gimmicks completely. I have a hard time finding a reason for this phenomenon but a first guess is that most players have exhausted antag gimmicks within the boundaries they are willing to go by, Aurora is HRP and people want canon stuff more than ever. In my opinion Odydssey has the opportunity to fix these issues or revert them, as for 1. security can now actually be nosy and not mess anyones gimmick, 2. their actions now have consequences, 3. they don't have to auto-throttle and 4. security can go to their limit as well as anyone they encounter can do that too. One thing that has been adressed by @DeadLantern I think this is a wrong approach. We should embrace canon chaos and even possibly lethality as part of the gameplay loop, just as the consequences on the crew (death? morale? strike?) as part of the reality of facing these dangers. People conciously avoiding harm to their characters during canon rounds is unavoidable. If we are comfortable with the fact that anything could happen to our characters as well as the ship, even to the point of becoming a derelict temporarily or even having to swap ships then it will allow for a lot more interesting RP. This does not necessarily mean more deaths but a looming danger of absolute catastrophe shouldn't be seen as bad from a gameplay perspective. New regulations, and ship procedures can be put in place "to manage" what would be these IC issues (deaths, morale, employee complaints, insubordination...) or even events. New ways to deal with what would otherwise be lethal problems the crew may face can be engineered by the players during gameplay to prevent and face dangers that in the past would have resulted in deaths. We should get rid of the auto-throttling down our behaviour that I mentioned earlier and be open to more uncompromising tactics as well as be responded with those if it comes to it. Crazy fast and stupid example to get my point across: a canon ninja whose objective is to steal the captains hat shouldn't be concerned by having to knock out or kill a witness to achieve its objective other than by the characters morality/mission objective/strategy the same way that if it comes to it, the ship may see no problem in engineering a securitron with c4 to blow up the ninja other than concerns of morality/mission objective/strategy/corporate regulations... And even then: inflicting on those morals, mission objectives, strategy or corporate regulations would have consequences on crew morale, budget/equipment/central complaints, failure or even an investigation from internal affairs! The level of richness that this could add to the RP by being open to these possibilities and that not everything needs to be predetermined is infinite. Being comfortable with the fact that the playerbase under this given leeway may generate a situation that would lead the Horizon to a point that we wouldn't have predicted or even outside of the previously thought boundaries would be absolutely insanely cool. And even if taking this idea to this extreme is undesirable, having this idea as a point of reference I think is a net positive for the overall RP quality. I had a lot more ideas for this post but they have banished and It's late for me to look for them. Hopefully they come back lol. What's yet to come looks promising, many people to please and different views and opinions to turn them positive, It'll be hard but worth the effort. Thank you!
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It's simple. You can go around the other side of the 2D spaceflight map, but you can't see on the other side. What if we were able to in a way that makes sense when you cross that thresehold?
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In my opinion, triage tags are awesome but rarely used, and I think they could be even more useful. Sometimes seconds count, and you are working against the clock/ticks before the other pawn dies in a sort of click and drag speedrun. This prevents you from calling other people to help you when needed, which would involve a lengthy explanation of what's going on. It could be fixed with code levels like hospitals do, but would add another level of complexity that may be unnecesary in an already somewhat complex area of the game for new players. I think a good way to mix these two together is to add a notification in the chatbox. And also add a new triage card that wouldn't actually change the patient triage color, but it would prompt other medical players to move towards the patient. As for what information should be received as the notification, black and green should be normal size text. For yellow, the notification should be a big warning with information related to the patient. For red it should be a massive emergency with (I think) a snapshot of their suit sensors (if they got them on). Lastly for the ping: a big pop up for the player receiving the ping notifying thme XYZ medical doctor needs all hands in certain place. This would also work for those patients that have been on red tag for a while but suddendly need all hands there again. This distinction would allow players to distinguish between: 1. Clear information about a present issue that may/may not act on. They have room to decide wether to respond or not. 2. A clear call for help from another medical employee. The receiving end is actively pressed to answer. A slight variation of the ping idea is: Instead of a new triage card, it could be a small variation of the ringers tweaked for medical. This could be more neat but less useful for players. And for the delivery method, I have been thinking for a long time and I am not sure how. There are a ton of options that seem equally valid at a first glance: doubling the medical analyzer as a notification board. Creating a new PDA program, adding a new drag medicHUD to PDA, making it a context menu on/off on the medicHUD... As for the ping, same thing, it could be all of them or some other variation depending if we decide it's best to use a variation of the initial idea. This new additions could be cheesed against antags, which may or may not be fine, but countermeasures could be added such as adding noises, /me actions in the chatbox, cooldowns or it being limited to being in certain place (medical bay only for example) and be certain equipment only. This would make people think twice before using it against an antag (they still can just ;help so...) I think this is a good idea but there is room for improvement to refine it. This is just an idea and ways that it could be implemented. Plus this suggestion is already long. I have plenty to say but I'm tired of writing lol.
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Bunky Become Bureaucrat - Command Whitelist
Estutes replied to BunkyB's topic in Whitelist Applications Archives
Although I'd like to see more of Oliver Kurtis as command, from what I've seen they perform very well and do things as expected. I've seen them work as investigator and he has done well. I personally highly value character development and I think in this case the evolution I have seen is great. -
Well. I know all of that and my characters do compartmentalise these things. But that's not the point I showed.
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That's the thing. In my opinion it doesn't add enough vs what it deletes. I'd prefer another way of doing things like I suggested. I don't like it but we'll see; maybe It's not that bad and I actually like it. Although you may be right in the first part. My characters have a unique way of seeing the world and some of them wouldn't want to be in some of these companies. Sure with the NBT I may just delete several characters because wouldn't make sense (I'm fine with this) from a character development point of view. With this addition I may just not play certain departments just because I wouldn't like to make characters that are okay with certain things they do or their origins. Although It is true I may just delete them because of character development reasons, I'd probably want to make characters that slightly resemble those I've made in the past (although with a different twist) because I really find it funny these kind of characters and seeing the tables I find that If I were to make those new characters for the new NBT crew they wouldn't fit in some nor any of those corporations for those departments. And just to put an example, I really don't feel like making a character that is okay with it working for a comany from the Empire of Dominia (maybe in the future, but not currently). This is one example among many others. I feel like NT which I think It's an even plain field and having more opportunities allows for more creativity in character creation and development: this last bit being the thing that I find the most entertaining about this game. Sure there are solutions and there are workarounds and ways and sure If this goes forward I may just accept it and go on, but in my opinion this constrains quite a bit my options to a point where I just wouldn't play a certain department. If this sounds dramatic, It is not, don't worry lol. I'll probably just accept it and move on. But I don't like it and these are the reasons. I might like it in the future though, I am open to it, but not until I see how it works and/or change my mind about it and I find it difficult liking it in the future. Sorry if I messed my english
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I haven't read all the posts since there are too many to read. But from the first one, related to the changes in the departments, I say I really do not like it. It will force to work for companies that you may or may not like and sometimes force you to have a playstyle that does not suit your way of playing this game or even your characters (forcing you to delete/leave them if this goes forward in my case). Nanotrasen is the even plain field that allows for all kinds of characters, but these changes would force players to play a certain way in certain cases. I really dislike this. Also although I love the NBT and I really like the new ideas and things being planned I was already having a hard time figuring out if and how would I put my characters in the NBT, not only that but with these changes they'll be forced to change not only from workplace/life goals/aspirations/objective in life (Edit: This is fine) but also company which is a big part of how they are treated, paid, trained, expected to perform aswell as their work ethics. I understand you want for Lore reasons to now have the SCC lead the way with all corps mixed together but I think instead of forcing departments to be a certain way, I'd leave it like it already is but modify things such as loadout points or add more niche things for each corp so that people find more interesting one corp or another.
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Desven's Command (CMO actually) application
Estutes replied to Desven's topic in Whitelist Applications Archives
I really really really like Pierre. The player who controls it knows what they are doing and performs very high quality RP. One of the best players that could apply to a command whitelist to be honest. I don't think I'll never reach their level of RP quality but it is sure an example. I fully support him.