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Everything posted by BunkyB
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BYOND Key: BunkyB Discord Username: bunkyb #3168 Character Name: Lazarus So-Jal Item Name: Retro Helmet Item Function(s): It is a helmet with two states which can be toggled between, like the riot and welding helmets. Item Description: An old, worn out piloting helmet retrofitted with the latest tech, it is covered in scratches and stickers. Protecting your skull since 2395 Why is your character bringing this item to work?: A family heirloom of sorts, Lazarus has a strong familial connection to this helmet, bringing it on all of the sorties he's flown, be it for work, transport or otherwise. He intends to continue this tradition by bringing it to his new job, a star in his career. How did your character obtain this item?: After hitting a mature age, Lazarus, with the support of his parents, decided to move to the Republic of Biesel and was given this helmet to both maintain strong family ties and protect, as a token of luck. What value does this item have to your character, and what story does it tell?: Lazarus was born on Crosk shortly after his family moved there for work when it was first colonized by the Xanusians; his father had worn this helmet for work purposes and on his off-time, gave Lazarus a chance to play around with it, he ended up fond of the helmet his father wore. Lazarus respects his father and when he was offered to take his helmet when he entered his adult life, Lazarus was more than ecstatic, agreeing immediately. Sprites: retrohelmet_sojal.dmi Additional Comments: This is a character created for NBT that I have occasionally used on-station, I understand if I haven't played the character enough and I hope to remedy that in this coming testing month.
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I love the Machinist and Miner uniforms, but the Tech one seems really generic - mainly my distaste for the colour brown. Will these be getting cargo short variants like the NT ones we have now? I'm looking forward to the uniform feedback post, whenever it comes out.
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This insinuates that the Operations Uniforms are in some way different to the Engineering ones, I'll ask again; do Heph Operations Unis have the Blue/Yellow colour scheme or the Green/Yellow colour scheme - or has it not been sprited, therefore not decided?
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Is there a reason Heph uniforms are going from Green/Yellow to Blue/Yellow? Do the Operations Uniforms also carry this colour scheme?
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Ties found in the accessories loadout stick out further, having the built-in tie like this would give the character a case of 'double-tie' if they decided to accessorize further.
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no space for drills, or ore boxes for that matter. are we keeping drill droppers?
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PMCG Subcontractor - Task Force 281
BunkyB replied to BunkyB's topic in Lore Canonization Applications Archive
Would you like to contribute to it? -
PMCG Subcontractor - Task Force 281
BunkyB replied to BunkyB's topic in Lore Canonization Applications Archive
Suggestions are always welcome. Skyshield is the main focus here, they give a unique background of specialists trained to work with radar and sensors, similar to how N4NL has a cybersecurity background. Skyshields part in 281 allows any potential characters to be able to identify vessels, include limited technical jargon in their speech and something I forgot to mention originally, their proficiency in EVA. I decided to not nail MKC or Skyshield down to any specific race or species due to how extraordinarily diverse the CoC is. Maroon Squadron doesn't exclusively hire Solarians, rather they hire Solarians due to their technical, regional and local knowledge, primarily taking contracts in the Human Wildlands. I'm willing to update my suggestion based on how the subfactions progress over time, it's difficult to think out exactly what I want from my submission before I post it. I will be updating my original post with the added tidbits. -
PMCG Subcontractor - Task Force 281
BunkyB replied to BunkyB's topic in Lore Canonization Applications Archive
While two of the sub-groups don't provide much backstory for on-ship characters, I tried to allow security characters to interact as a part of Skyshield. MKC and MS don't allow much for characters and I'll admit that. I'm not at all against having my submission superseded or attached to another PMC. They operate independently under the name of one entity, much similar to the EPMC, now PMCG. EPMCs are mostly independent of one another and take contracts separately, that is what I was aiming for with 281. -
Bridge Crew were confirmed to be SCC contracted over discord.
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PMCG Subcontractor - Task Force 281
BunkyB replied to BunkyB's topic in Lore Canonization Applications Archive
Contradicts with I'd be happy no matter which option you pick, I'm fine with the formatting. -
PMCG Subcontractor - Task Force 281
BunkyB replied to BunkyB's topic in Lore Canonization Applications Archive
Got this out and forgot it, thanks. Updated with format. -
Type (e.g. Planet, Faction, System): Faction Expansion Short Description: Task Force 281 is a subcontractor of the Private Military Contracting Group, which was released this morning. Additions to the faction were encouraged and I wrote this up quickly. How will this be reflected on-station?: Potential characters when PMCG comes around in NBT. Does this addition do anything not achieved by what already exists?: It is a PMC that provides a service that isn't provided by any of the current PMCs. Do you understand that the project may change over time in ways that you may not foresee once it is handed over to the Lore Team?: You bet. Long Description: VER.1 VER.2 Task Force 281 is a highly diverse collaboration of Mercenary Pilots and Airmen headquartered on Crosk and being a relatively new PMC, Task Force 281 is an amalgam of many, smaller groups of Mercenaries. Task Force 281 aims to provide a top-quality squadron of trained and skilled Pilots to almost anyone who pays. Each sub-member of Task Force 281 have widely varying skill-sets that allow the Task Force to provide professional Pilots for any mission, from escorting, transportation, reconnaissance, air patrols, ground attack, bombardment, orbital, sub-orbital, short-range and long-range; Task Force 281 has all bases covered. Prior to its introduction to the Private Military Contracting Group, it was an amalgamation of different mercenary groups; Master Key Consortium, Maroon Squadron, and Skyshield Team. It now operates as a singular subcontractor. The Master Key Consortium is frequently hired for long-range missions, usually along the Coalitions borders to the Human Wildlands. MKC Pilots and Airmen pride themselves for their ability to co-ordinate extraordinarily long flights that their sister groups couldn't manage. They have been known to employ people of any species. The Maroon Squadron is known, rather infamously, for their employment of a rather large contingent of Solarian Pilots be they military veterans or not. Using the local terrain knowledge of their Pilots, the Maroon Squadron is confident in almost exclusively muster flight wings of orbital fighters and interceptors to patrol planets in the Northern Wildlands at high speeds with high efficiency. They are known to employ Humans and some Skrell, all with Piloting expertise. Skyshield are often considered the brains of Task Force 281, employing a larger number of radar technicians and analysts, these mercenaries are the most common you'll see manning positions outside of flight, places like Stations, larger Ships and Airbases are the home to most Skyshield members, with most, if not all of their members having unrivaled expertise when working in EVA due to the amount of time needing to be spent on maintenance of their equipment. Skyshield employs the most people compared to the other members of Task Force 281, with a majority of their hires being guards to protect their many portable radar stations. Skyshield Team employs people of all species.
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The main ship has been confirmed to have two auxiliary shuttles, mining and potentially xenoarch would be using the second, lower quality shuttle to mine on offmap sites. We are porting Bays Overmap system, the two shuttles can mechanically launch from the main ship and move around the overmap in order to reach their offmap destination. Having piloting skills as a prospector isn't a requirement, but would be very helpful when NBT comes. The Overmap system is very in-depth, I'd recommend researching how it works, or asking someone well versed in it if you plan to play Bridge Crew or other similar roles.
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Atiyah Hakim is consistently responsive, indicative of Duck being able to read and comprehend chat and formulate answers to questions quickly. They are able to play a convincing character, I have not had problems with them in the Investigator role. I'd like to see them play as their HoP character if given the opportunity to have a trial, I believe they'd do well in a Command role.
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I am very happy with these changes. Most of the concerns I had have been echoed in other comments You've stated that none of this is particularly set in stone, so I'd like to suggest: Are piloting the ship and the shuttles both supposed to be done by Bridge Crew? I'd much prefer having a unique role with less responsibilities tacked on to either Research or Operations that has the job of piloting the shuttles. Leaving the entire ship to the Bridge Crew. In the case that a secondary pilot role isn't introduced, would the Bridge Crew piloting the shuttles have authority over the away-site team when on a mission and by extension, the shuttle itself? Are the tools and equipment required for off-map locations stored in or near the hangar (ie. Suspension Field Generator and Mining Drills) and if so, who has access to the places where they're stored? Will there be relevant paperwork added, or will a timetable app be added for planning away-site missions, like Bay? I feel like this is a requirement, even if it isn't used as much as I hope it would. The Service Manager isn't a head-of-staff, does this mean they can change faction between NT and Idris, like other service roles?
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Where does the Medical Morgue connect to? Is it connected to medical by a stairwell, elevator or is it on the same level?
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Teasers seem to be slowing down, I hope this is indicative of NBT being close. The only thing I have to say for this weeks teaser is; the consoles should be a bit taller, they look very squat.
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Is this finalized? I find it incredibly hard to read, given time I suppose I'd be able to get used to it, but I currently see it as a downgrade from just porting the overmap. By this I mean; the icons are identifiable and easy to read, however the background is incredibly cluttered and I can't identify if the ship is surrounded by overmap hazards or if it's just artistic fluff. I'm in no way the majority and I haven't seen anyone else complain about it, but I'd suggest tweaking it slightly to improve readability. Could you possibly post a full sprite sheet of all overmap icons in next weeks teaser? Something I've been meaning to ask is if Research is divided between to z-levels. We seem to be keeping all of the same job titles: Is Research small enough to share a z-level with other departments? Does Research need to be split between two different z-levels, like our current map? Or does Research have it's own z-level, like Bays Engineering? This question could go both ways, does Engineering have it's own z-level?
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I don't believe this will exactly be the case, using an overmap shuttle to escape has large issues you cannot avoid. The only real viable way to recover the shuttle, if it has been abandoned, lost or stolen, it to teleport onto it and pilot it away. From the teasers we've been given, there isn't a teleport beacon visible but I doubt there won't be one in the final product. Bays overmap generation does not guarantee an exoplanet with a breathable atmosphere, unless we've changed the code drastically, I think our version of the overmap won't generate a breathable atmosphere 100% of the time. This won't stop people from stealing the shuttle, but it is still important to know when antagging.
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Not very revealing in this weeks teaser. How many new title screens will there be in total? Is there are a consular office too, or has that been dropped? Our current bridge is way too large for the amount of time spent in it. How large/small is the NBTs bridge, and how much do you predict it'll be used?
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unathi [Declined] Bunky Become Lizard - Unathi Application
BunkyB replied to BunkyB's topic in Whitelist Applications Archives
Answered your own question, Dorviza, throughout her life, has experienced many raids from the Gawgaryn and often associates Guwans with being the same bandits that she's seen numerous times, sometimes being right on the dime. Dorviza has seen few Aut'akh during her time in the wastes, but has not treated them much differently despite warnings from her elders. Dorviza does not see Aut'akh as lesser in any way, but refuses to listen to their teachings. As mentioned in my previous post, Dorviza has been around the IAC and has therefore witnessed a variety of peoples she did not recognize, Dorviza did not interact with the IAC much as a hatchling, opting to instead follow the teachings of her elders; Dorviza recognizes Humans, Dionae and Skrell and has shown to work well with them during the time she has spent in Biesel, she would be less accepting of the more exotic races she may come across. It will take a while for Dorviza to accept working with and around synthetic life, she does not understand the concept and probably wont for a long while, possibly leading to some minor conflict, maybe a petty remark or two. I intended to touch on this in my previous post but forgot to. Like many of her clansmen, Dorviza firmly believes in the Th'akh faith and always tries her best to impress the spirits of her ancestors, following the teachings of her elders and working to mend the wounds of her clansmen. I plan to go into more depth with this once I better understand Th'akh, it's a wall of text and my ape brain cannot comprehend it all. I was waiting to make a decision, I've realized from the start that gender is important to Unathi, it is important to Dorviza as well due to her place in the wastes. I find it difficult to play female characters, but with the honour code I hope I'll be able to make a convincing female. -
unathi [Declined] Bunky Become Lizard - Unathi Application
BunkyB replied to BunkyB's topic in Whitelist Applications Archives
Dorviza, like many others of their clan, is very traditional, this affects them in various ways such as their appearance, the way they present themselves or even how they perform their job. This could lead to conflict that Dorviza has to handle, they are an intern and it'd be a bad idea to talk back to the people training you. They have to choose between their life-long goal and upholding the lessons that have been handed down to them from generations past. Absolutely, Dorviza has witnessed the IAC doctors selflessly tend to their clansmen and aspires to one day do the same. Their time in Biesel and their work with modern medicine will eventually lead them to join the IAC with the hopes of returning home and helping their clansmen in the same way they helped them. Their time in Biesel won't strictly be 'work only' but Dorviza prioritizes their career and education above all else. As referenced in the first response, Dorviza has very traditional values, believing in the social importance of gender roles and hold animals and Dionae in a higher regard as compared to a Hegemony Unathi. Their knowledge of handling animals has come in handy in the wastes, but has only gotten them into trouble in Biesel, often being a little too rough with the animals that they've 'treated'. As referenced in the original post, I plan for Dorviza to have a Diona Nymph prosthetic when they get merged, Dorviza takes extreme care of their nymph, handling it safely and making sure it's able to learn what Dorviza is learning, Dorviza and their nymph have a relationship like no other and often have back-and-forths in Sinta'Unathi. Dorviza currently has not been written to accommodate a Nymph prosthetic for this whitelist, but will be re-written once the PR is merged. -
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hmmmm.... today i am going to be xenophobic on the NSS Aurora