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Fiskap

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  1. You're outright lying now: the character was never in "perfect health", not even close to it (and it wasn't just the bullet in their chest). At the very least, about 10 toxins damage was present, likely increasing over the time too as it was probably related to an infection. Note that I said at the very least. That's not perfectly healthy. The character in question then told you that you had to come back to finish this treatment, yet you never responded. Not just that, but you also never returned. The excuse that there was a person in crit in disposals doesn't fly as you never returned to treat the assistant. After treating or retrieving the person in disposals, you had about 10 minutes to return to the assistant so you could finalize the treatment properly (the round end was even delayed for a while), at some point during this he even asked on the common channel if anyone at medical was available. Yet you didn't even respond to that, as a station-bound synthetic on NT Default laws, while being completely aware that the assistant required treatment as they had tried to contact you twice, with no responses whatsoever. How convenient that you never mentioned any of this here. It really just shows that you didn't care about the assistant at all, which becomes even more evident if you had actively been disrespecting them earlier. Essentially, law bending to screw over a person that you don't like. Lying about the whole incident and not mentioning vital parts of it in an attempt to escape punishment is just unacceptable.
  2. I have to agree that nothing has improved about Epsilon at all. They got harsh feedback for their character a while back but it seems that it got us nowhere, seeing as the cyborg continues to disrespect or slander crew to some extent, to fortify their own metafriend clique. About the incident that happened earlier now, indeed it's true that other inappropiate behaviour continued. This time Epsilon disrespected bald crewmembers for no valid reason at all, while later ignoring orders to properly treat one after having been shot with lethals and getting shrapnel in their chest. All as a NT Default cyborg, not bound to any station AI. Crew disrespect continues, the obnoxious cliques continue, the law bending to serve their own interests continues. This is actually fairly INSULTING to those who spent time writing important feedback on their whitelist thread, as it very obviously appears that after getting approved for IPCs, they decided to not care at all anymore. All of this is highly inappropiate behaviour for a station-bound synthetic with NT Default laws and I'm getting very sick of this by now. It really appears that administrative action is the only thing that will get XenosTiger to finally improve his character or remove it altogether.
  3. Yes please, I'm tired of shitters starting CT votes despite that they never even played during that round. They really shouldn't influence the current round.
  4. If they're legally a pre-sentient species, that'd be an interesting approach since it gives them much more potential to be good cheap labour. Yet they'd have to compete with other cheap labour species, so why would they be considered for work on a corporate space station, if their society is also very primitive? I came up with a few things. - If they're legally considered to be animals, that means they could be exploited for experiments on a space station. Animal testing by NT in Tau Ceti would definitely be a thing, maybe not in other systems. - Many would be gloryseekers that intentionally wanted to sign up to work with NT, perhaps it makes them feel superior to others that are still living in the caves. Perhaps others would be kidnapped and later indoctrinated. If they are actually obsessed about working for a corporation for only food and shelter, it would make them more docile. Few station species are truly docile or non-problematic, making it good in this aspect. - As their vision is far better in low-light environment, it gives them more potential for mining. Yet synthetics and Vaurcae could be used for that purpose better, as they require less survival gear. Perhaps they could be somehow adjusted to make them even better for low-cost mining operations? - Their gestation periods could be abnormally short, while at the same time, harsh conditions on their homeworld meant that their (infant) mortality rates were always very high. They could probably also reach maturity fast, while somehow having decent natural lifespans. The mortality rates alone would mean that the species' numbers would be low before human contact, probably less than a million, but if sent to human-supervised environments they could breed fast, and survive in high numbers. Essentially whoever controls it has a fast source of cheap labour. - They could simply have the capability to learn fast from their experiences and adapt new technology well. This includes languages. Meaning that if some time were invested in training them, they could be competent for menial jobs like gardening, custodial or mining. Combined with the previous point, you could create entire generations of decently competent low-skill workers in no time. A species like this really would have potential. Docile, competent enough for many basic jobs, content to work just for food and shelter, able to learn languages easily, short gestation periods which allows for mass breeding, not even legally considered to be sentient. Other cheap labour species would have many problems compared to this. If I come up with more things, I'll post them too.
  5. Typically, for my own roboticist (that also has specific mechatronics qualifications) I allow her to handle most electrical/engineering equipment/complex devices as long as it's not too specialized (machinery specific to other departments, mostly) or too related to the main grid. For a robotics character with similar qualifications, it would probably be something like this: Electrical: She and most roboticists can use multitools well, meaning that hacking airlocks or taking them apart is completely fine. Building them however, is another thing. Technically they could do it, but the airlock frame would be too complicated for a roboticist to build by hand. Possible? Yes, but too time-consuming. It's better to get help from an engineer for that. Most complex devices are electrical-based, my own character could probably take apart almost everything, but building said devices is going to be hard if they're too specialized (job-specific equipment). An exosuit fabricator or autolathe is fine, but a SMES, chemistry dispenser or subspace broadcaster is just too specialized for someone who only tends to deal with a few specific robotics-related machines. Minor constructions such as APCs and air alarms would be fine. PSUs too. Even turrets could be built, if they can get the frame for it. But what if the machinery is already assembled, and just needs to be relocated and secured to the floor? Typically no, for job-specific machinery. An emitter is more complicated than represented in the game. Knowledge of the grid is required for this. And like I said, anything related to the main grid is too hard for her. At most she could only repair minor grid damage reliably well. As she got basic EVA training before coming to the station, she could technically set up solars, but it's still something too complex and specialized for her. If she tried to wire solars alone, she would just ruin everything and put knots everywhere. It would just never happen unless the station were really desperate for power. Setting up the SMES, however, is plausible to some extent probably. Just remember that they aren't supposed to know the main grid too well, and would probably mess up the values. This kind of leaks into the next part now: Engines: No, it's too specialized and complex. Advanced atmospherics knowledge, thermoelectric generator knowledge and main grid knowledge in general is required, and that's too much for a roboticist that never specialized in this. The engine is simplified ICly and it's just not possible. However, the emitter could probably be enabled or disabled. And again, the SMES could be configured. The SMES, however, could never be upgraded or repaired reliably well. Not much else. The same goes with other engine types, it's too specialized and complex. Atmospherics: Mechanically, some aspects of exosuits are atmospheric-based. Exosuits also need to refill their air canister at air connector ports, meaning that they could read air pressure and use connector ports for their exosuit, but not much else. Construction: Generally, only small-scale construction. A table or window is completely fine. Building walls however is too much, and I have her stay away entirely from that. The same goes with patching hull breaches. Deconstructing walls may be plausible for simple ones, as roboticists know how to weld. But it's still going to require too much welding, and while possible, it's just hard and time-consuming. And again for construction of complex devices, only machinery that is related to her line of work can be built reliably well. Tcomms/IT: For tcomms, they could do the programming part. But they could never build or repair the tcomms equipment. Most other software could be figured out by them as well. -- So again, as long as it's not too advanced/job-specific, it should be fine to some extent. Also stay away from grid related aspects and non-electrical construction. But software-based things are fine, almost always.
  6. The station directives probably allow you to build that within science, for research purposes.
  7. Like you said there's little you can do, the character is so flawed that even drastic measures wouldn't fix it entirely, or make sense at all. Wiping the personality makes sense... if that old personality were lore-wise plausible in the first place. It's not the case for Epsilon, so you'd require a full retcon. A new story arc based on this makes no sense. Attempting to fully rewrite the character and retcon all of their past interactions is ridiculous. It's just too much, as this character has been active for several months. I recommend you kill off Epsilon entirely and focus on your other characters, or perhaps develop a new character. It's the only really viable choice you have.
  8. I'm reluctant to +1 this for similar reasons, while I've seen decent RP from some of their other characters, Epsilon doesn't sound like that much of a feasible cyborg to me. An issue, with this being an IPC whitelist. I've seen them disrespect their own traitor AI while at the same time deciding to not help it out (despite having a law zeroth to help the AI), for instance, one time their antag AI was being attacked while they did nothing about it. During emergencies as a non-antag/non-subverted, I've seen them trying to order other borgs around, despite that there was an active AI during that moment who could have managed them by itself. I've seen them disrespecting other crewmembers, I'm certain that one time I even saw them implying that they wanted to torture a few of the crewmembers who subverted them earlier (I assume they got reset at some point, or maybe got new laws). Still, too edgy to be plausible for a synthetic. They shouldn't base themselves on emotion that much. I've seen them possibly dissing crewmembers in EAL after they were told to be quiet. The list about unrealistic cyborg behaviour could go on and on if I could find more incidents. It's too much of an emotion-based cyborg, and as a start, I'm not fond of these. It could not even be plausible lore-wise, at least to this degree. I certainly won't consider that playstyle to be challenging or good RP. Sometimes I wonder why Xenos even made Epsilon a cyborg instead of taking their personality and putting them into a human character instead, because Epsilon feels entirely like a human to me. The cyborgification procedure didn't affect their personality one bit, they're undistinguishable from a human. Cyborgification apparently also didn't affect some of their memories, perhaps even all of their memories were spared somehow. I remember reading on the forums some time back that this was not possible. It's just excessive to me. It's too ridiculously human, it's like they made zero effort at all to play a cyborg character. Not only that, but their interactions with many crewmembers/master AIs make it all worse. I'm not really suggesting fully synthetic behaviour, but cyborgification should affect a person somewhat. The only halfway "synthetic" thing I noticed over the past few months is that they complain about being a cyborg due to laws, and a lack of hands. And that's about all. Perhaps they can do better cyborg roleplay than that, but it still leaves a lot to be desired especially since I'm certain that they did this IPC whitelist application so they could play Epsilon as an IPC sometime later. That's even more ridiculous, wanting to play a ridiculously human IPC that shows next to no synthetic behaviour. Why even bother with IPCs at all? For the mechanical differences? I want to see better and more realistic cyborg RP from them before I can +1 this. At the very least they could try being what bygonehero suggested earlier, be more professional. Still, the potential lore issues would remain. Ignoring that much lore would say a lot about someone's RP abilities.
  9. Note that you can just get a random crewmember to help you with placing the corpse into the scanner for cloning. Mediborgs shouldn't be able to do all of cloning unassisted, but if you're not willing to find help among the crew to do that while 6 people are dead, then that's your own fault honestly.
  10. You can disable the cameras and then dismantle them entirely so they don't even show up on the camera monitor as "deactivated". It's not hard.
  11. It does make sense to have something like that on the station, but this has insane powergame potential. It's surely interesting, but it would kill every other antag if not regulated. What Berry suggested would help.
  12. I like it, even better if it actually improves performance.
  13. This does make sense, I support it. An officer shouldn't be carrying that much gear during code green with no major incidents.
  14. Looks pretty good except for the fact that he continued working as a normal officer after graduating from college, why? Sounds like a waste of money and time to not switch to a warden position if you already have all qualifications. But other than for that, +1.
  15. This phrase concerns me greatly. I do not like the idea of being told I can't have a personality, regardless of what I'm playing as. I may not be the most active player on the server, but when I have the time to be around, I love playing as my character CelestAI. I've gotten great reviews from other players as well over her personality and roleplay with them. If you told AI players that they cannot have a personality, then all the roleplay they'll get is "AI, Door." On a ROLEPLAY server, this seems highly counter-intuitive to producing good roleplay, and will make players less willing to play the role. I personally will find another server entirely to play on if I am told I can't play CelestAI because she has "Too much personality" On an IC level you take away part of the life of the station, as the AI has numerous chances to roleplay with the entire crew. On an OOC level, you reduce the willingness of players to even commit to a round as an AI, Borg, or depending on how far you go an IPC character, because they'll all be shoehorned into playing emotionless machine #404. While improved lore for synthetics is a great thing, taking that lore and using it to impose draconian restrictions on the players, to the point where having a personality is not kosher is quite frankly a great way to convince a number of players to play elsewhere. Nobody will want to actually make use of your lore if you take away the reason anyone wants to play a synthetic, and that's roleplay. I had the same thoughts, I appreciate adding flavour and lore for synths but outright trying to restrict their RP is just shit. Every other synth player would be affected by this, it would only make people mad while contributing nothing.
  16. I only have 3 main problems with this character. 1. The skillset: Some parts make sense, others not so much. I could analyse some of the potentially worst stuff just now. - Energy and Ballistic Weapon Handling: I would expect any roboticist to have a basic understanding in this area, mainly for robotic and exosuit applications. They would realistically know how to install, maintain and use some of said weaponry for the applications that I mentioned, but I doubt that they would be very skilled in using these by themselves. It's not really a hard skill to learn (IC or OOC), but it's just that they would have spend time outside of work to really get good at that. With a security background it does make sense but I'll have to get to that later. - Combat Exosuit Piloting: I wouldn't expect your average roboticist to have much skill and experience in actually operating exosuits of any type, less so if they were designed for combat situations. Unless they also had a very specific, intensive past in mechatronics or the military I would keep this at a basic level for most mechs, mainly because they wouldn't really have much time or opportunities to flesh out this skill proper. Roboticist + soldier would make sense. Roboticist + security officer? Not so much. Roboticist + Warden? Even less so. - Biomechanical Engineering: This is probably the worst. I don't know Adolph's full skillset in this area but I don't really expect roboticists (only these with the main title) to have experience AT ALL in this field. Not only is this heavily related to medicine that deals with sensible parts of the body, but it's also unlikely to be taught as part of a robotics course in engineering schools due to that. Even if you had a PhD in Robotics I would keep this knowledge at a minimum, unless you also had a past in surgery or biomechanical engineering? This is why we have the biomechanical engineer alt title, really. So what do I expect of roboticists for this? To be to install MMIs in cyborgs (not actually put the brain inside one, that stuff is probably more sensible that you could assume) and to repair prosthetics, maybe with the assistance of a surgeon if it's sensible stuff like a mechanical heart or eyes. That's all. It's just a too specialized field that doesn't have a full synergy with robotics anyway. Even if he had obtained biomechanical skills from somewhere I doubt that he would be allowed to do anything related to it without qualifications as a biomechanical engineer and/or a medical license, as he only has Roboticist qualifications. - Exosuit Mechanic: I expect roboticists to have at least basic skills in exosuit construction and maintenance, their degree of skill would vary in their degrees and experience. Someone with a PhD in robotics that can build most mechs flawlessly well? They have a PhD and they're related fields, believable enough. A roboticist that also has a degree in mechatronics? That's fine too. A lab assistant that only has a single bachelor's in robotics yet can build most mechs flawlessly well and fast? Probably not. Just go with something that makes sense and remember that specializations exist. Roboticists and Mechatronic Engineers require different degrees for the job position itself yet are widely similar. This isn't really an offender at all but worth of a mention regardless. - Research and Development: This is really worth of a discussion. ICly, R&D is represented by destructive analyzers automatically breaking stuff apart and analyising their components to find out how they work and give you better research levels. Then, protolathes and circuit imprinters that print off items that can be used for analyzing or direct usage. How simplified is this process supposed to be? How hard would it really be? The R&D machines do get blueprints of sorts, so it can be assumed that everything is, indeed, done automatically. Yet the process could OOCly be vastly different, for instance, maybe you don't really get blueprints and have to design every item manually? Regardless, someone with specific experience in robotics would likely be able to work R&D at a basic level, mainly because they have the same machines (or related ones) in their own lab, and probably have the skillset to work much of it. Not really much of a problem unless R&D is rushed to very high levels with little RP. Like I said, a basic level. - Hacking: Electrical engineering as a whole, basically. Roboticists are specifically trained for that, they work on wiring for robots and exosuits all the time. This really isn't an issue, they're practically electricians. It would make sense for them to be able to operate the wiring of many electrical devices other than robots and exosuits, what really wouldn't make that much sense is to have roboticists working on larger powernets (solars and repairing station wiring, for instance). Again it's not that much of a problem, it's just that other people don't realise the amount of skill that a roboticist in this area would have. - IT: Why was this even mentioned in the thread? Good IT skills are part of the roboticist job and it's expected for them to know this at a high level for any sort of AI programming that their creations might require. Knowing advanced tcomms might be too much of a stretch but anything else isn't, period. 2. Working multiple jobs, the Roboticist + Warden combination: Okay, this is quite sensible too. First off, it should be mentioned again that BSA has gotten permission from the administration team to be allowed to work these 2 jobs with the same character, he was probably allowed to do this as Adolph is relatively old (age 38) and presumably had the qualifications for both jobs (?) (will be looked at later). While rules-wise it's apparently allowed, it still doesn't seem that good for me. First of all, I should mention that we're talking about roboticist AND warden positions being worked by the same character. Both of these positions require ample education or experience. Robotics requires to be at least 25 years of age and have an applicable degree, same for Wardens except that these can ignore these requirements if they have 7 years experience in the field. If I recall correctly, Adolph got a PhD in Robotics and then worked as a prison officer for... 4 years? Does he have any applicable security degrees by the time he started working at NT? Because if the current year is 2458 yet only worked as a prison officer since 2452, it's literally impossible that he has the required 7 years of required experience. Even less so if the prison station was destroyed in 2456 and started working at NT in 2457. But let's try to be generous, let's assume that Adolph does have said degree or 7 years of experience. A new question arises: why? Why would you waste time and money for a PhD in a field, only to seek employment in an unrelated field after graduation? Was he unable to get a job in robotics despite of his ample education? Did he get sick of robotics by graduation and swore to himself to never do anything related to it again, only to change his mind later? I do know that Adolph has some under the table experience in working robotics (more than these 2 years), but the prison officer issue still remains. It's not that believable that he would continue to work as a Warden now that he has secured employment as a Roboticist for NT, mainly because the former pays less. It just doesn't have any synergy at all, like I said. Robotics and prison officer positions really have no synergy, if he was a combat mech operator for the SA Army maybe, that would make more sense to have him working in security. But a prison officer? Not saying that it's impossible, it just seems to me that he would need a really good reason to degrade himself to such a relatively lowly position in the past and present. I typically don't mind cross-department characters that much if this whole thing makes sense. Science + security in general is just too much, unless they're working in forensics which is a multi-disciplinary field. Forensics could go with just about anything if you think about it: atmospherics (fire investigators), other engineers in general, chemists, doctors, scientists. Any studious field + forensics could make sense, even more if working in that multi-disciplinary field was their plan since the start. But a scientist + officer, for instance? That's just too much and doesn't make any real sense, just take a look at the paygrade difference. They would likely just try to get into forensics at some point anyway, with their science knowledge. So, robotics + warden doesn't seem that plausible. Robotics + forensics probably COULD make some sense but I guess it's probably too late for that now since they have played that character here for about a year now. 3. Some of his IC actions: I only really dislike the fact that he keeps breaking into EVA for materials instead of asking engineering or cargo. Some would probably ask: "how is this an issue? That's just IC!" There's one major issue with this, and it's the fact that Adolph has very likely been confronted about this in the past, yet risks arrest every round to get the materials he desires. Other characters (mainly in engineering, likely in security too) obviously know that this character tends to break into EVA every round so it's hard to believe that Adolph doesn't know this. Yet he keeps doing it. Breaking into EVA and stealing stuff from there is a relatively serious charge, sabotage and petty theft at least. It's just not believable if a security character does this every round, this would start to fall under the realm of bad RP.
  17. Reducing walk speed is fine enough to me.
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