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Everything posted by Xelnagahunter
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I'm actually agreeing with this. The announcements are important as random reminders are a thing I feel NanoTrasen would do in our genre and setting, but I feel that for play-ability the "volume" of these should be toned down. With Directives now being labeled as procedure and given bullet point numbers you could always condense: Into:
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And henceforth no sec officer ever rode the elevator again. Jokes aside, it's a good idea. It's location is fairly public and sec can keep an eye on people using from both the sec lobby and the checkpoint should they have need to assume something from crew. The downside is venting control. When the sec lobby gets blasted and a floor tile vents, the surface is gonna vent too, and vice versa.
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Do you play any engineering role other than atmos tech? Because Station Engineer and all of it's alt-titles, spawn with the impact as well as the normal wrench and screwdriver. As does the CE. Perhaps the issue then is with atmos techs getting it at spawn. Edit: confirmed atmos tech does not get one. Unsure if this is intended or not.
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We have this, it's in our rules about play antag roles. By playing on the server you agree to having read the rules and abiding by them. The problem is that bad rounds can be done well within the scope of the rules, including antags that don't do much, if anything.
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Love you Meowy. I know you plan on being gone for a bit, but you are a part of this server and this community. you are ingrained in no matter how hard you might try to escape. ~_^ See you when you decide it's time to come back. you have me on discord.
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Removing Malfunctioning AI as a Gamemode
Xelnagahunter replied to geeves's topic in Completed Projects
While I am against the removal of the mode as well, even from secret, this is the very point people for removing it are arguing. Who's gonna do it? If it is kept for this reason alone, in 6 months when no one has done anything about it, they still have a gamemode they disagree with and people will make this argument all over again. I sympathize with that thought process and I'm willing to see it removed from secret at the very most, just until someone does get around to doing it. As was mentioned prior: -
A Modest Proposal: Get Rid of 90% of Human Beings
Xelnagahunter replied to Kintsugi's topic in Archive
I think the numbers shown in our articles play to morality and the realism of numbers in human minds. Most humans don't understand the gap between 1 million and 1 billion because mathematically it's the same step as the difference between 1 thousand and one million. You multiply the former by 1000 and you get the latter. People don't stop to think of those larger numbers as being so astronomical as they are. Also, you don't think of population numbers quite the same. Your extended family (from your perspective) could range from 20-50 people easily. The outliers beyond that are people you don't or never will know. You have friends, maybe as many as 20-30 that you "think" you consider close. When you hear on the news that 100 people died... "Holy shit that more than the total number of people in my life that matter!" Who cares if the total population is 1 billion or 100 billion. More people than you care about just died. Also, it's been 400 years, for total population growth I think our number are more than feasible. Population growth is not linear, it's exponential. It fucking explodes. And in a universe where we can live indefinitely on stations and grow crops in space, room and food are not limited by planet size anymore, even if only one planet in every system is habitable. -
I'm not certain how these are considered edge cases. If your character is fired and wants to come back and an off station antag then you are more than welcome to do so. That character won't see play on the station anymore and has grand motivation to do what he's doing. After your 5th round of doing it, the "friends" you had are likely to begin disregarding you as their friend because the gimmick will have gotten old. If you're talking about putting them on as a traitor, that means you readied to play the character that you shouldn't have readied to play in the first place as they are fired and should not be on the station. If you're talking about merchants or visitors trying to roll traitor, and hanging out in the bar, then that isn't a part of this rule as it applies specifically to off-station antagonists like merc, raider, ninja, and wizard.
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The menu is not required. Holding it in hand and using :l or :r with trigger a radio in the proper hand. But this means holding the item in hand to use it.
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[ACCEPTED}Cnaym's Dionae whitelist app
Xelnagahunter replied to Cnaym's topic in Whitelist Applications Archives
My old chaplain Dionae used to be Leaves Rustling in the Endless Void. In game I was only Rustling in the Void and had the full name in my records. I went by Rustle/Rus to most people. I justified it as NT shortening it due to ID space restrictions. -
[ACCEPTED}Cnaym's Dionae whitelist app
Xelnagahunter replied to Cnaym's topic in Whitelist Applications Archives
As someone called out by name here I felt I should weigh in. Cnaym has been interested in my Dionae characters since I rejoined the server several months ago. They have asked a lot of questions both ICly and OOCly and I've pointed them to a lot of various things on the wiki even before the recent additions of Diona growing on inhabited worlds. Their RP is solid and I think they have a grasp on how nuanced and varied the race can be. I love the name, it implies knowledge. It's a strong indicator of the pure information this gestalt has poured into itself and digested for it's own use, along with a subtle hint as to the gestalt's background. (It's probably too long for the name bar though.) With the trust I have that Cnaym knows their stuff about the Dionae lore and with my absolute confidence in their RPing skill. I give this a massive +1. Get 'em tiger. -
Ban Request - ReadThisNamePlz
Xelnagahunter replied to KingOfThePing's topic in Off Topic Discussion
I'm going to speak against this request due to falsified information. One cannot be the "best" as only a DM. A proper DM/GM/Storyteller/Narrator title is required to claim the best. Which we all know is me. -
I second the concepts on IPCs but form the perspective of Dionae. Both of these races lack pain messages, but Dionae still feel fear. But headaches and heart attacks can't happen in either of these cases so outright killing them would be hard to justify. I also don't want to see another game mode where I'm basically just immune to the antag. Dionae and IPCs are already ignored by vampires and changelings because they offer nothing useful to those antag types.
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I've always just clicked on myself with it in my active hand. I don't even changed my targeting, I rarely ever do, so I do it targeting chest.
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[+2D BIN 4DEC2019]Spawn Checks For Flavor Text
Xelnagahunter replied to Snakebittenn's topic in Archive
If you do this you will find significantly more bad flavor text from shitters. I'd rather there be nothing in there than something facial spammed 50 times that staff now have to go and take care of. The moment we force FT people are gonna have bad FT left and right. -
It has been stated as a possible follow-up PR and has been hinted that it's more than likely. As a non-sec and rare antag player I'm largely unaffected by this, so I don't have much of a strong opinion either way.
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Scout Service for RnD/mining (edited) (This doesn't touch sec slots anymore)
Xelnagahunter replied to a topic in Archive
*emphasis mine Why cargo techs but no engineers? I'm all for including cargo if possible, but I feel engineering staff would be far more needed than a crate loader. -
Way To Toggle Your ID(Or verb) To Shut Doors Behind You
Xelnagahunter replied to Fortport's topic in Archive
Why not combat too then? Why should this game not be playable with only a controller? Clicking is a variable. If you make a button press then again, you have the same issue I mentioned before. The ability to infiltrate drops instantly. It's far easier to press a button on a keyboard than to click that tile while moving away from it. If you're in a hurry, you might not close the door. If it were a quick button, why wouldn't you? Also, walking into the door simulates clicking it by using one of your tiles/second speed to do it for you. Same as walking a mech with a drill into a rock wall, it just assumes you want to drill. Clicking also works. -
Way To Toggle Your ID(Or verb) To Shut Doors Behind You
Xelnagahunter replied to Fortport's topic in Archive
You too easily dismissed an important factor. This is where the nerf shines. You valid/chase one cultist out the door and the other, whom hasn't revealed himself yet, sneaks right in. I close doors behind me too. It's not as if the door opened due to us being next to it, it opened because you "walked into" it. Basically you pressed a button saying you wanted through. It only makes sense to manually have to do that to close it. If you don't manually close it, it'll close on it's own after a few seconds. I don't think adding this would be beneficial in any way besides allowing people to be lazy in a method that harms someone trying to sneak about. -
I like Kaed's thoughts on this. I'm not often in this position, but the couple of times I have been escaping was impossible because I was just constantly being moved. I think a good counter to this (without creating a new verb for it) would simply be a grab(maybe even a blue grab). This takes up an officer's hand and would basically require getting out of the grab before you can leave the cuffs. The officer is actively holding you, ensureing you don't try anything funny and keeping you from getting your arms in a proper location to get the leverage required. Moving should not cancel the timer and both the officer and the cuffed person have at least one hand restrained. (To note, this all goes well with Kaed's area to lessen the broadcast and possibly to enstate a cooldown/damage effect.)
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Ultimately I agree on this but in a slightly different format. We have tons of policies that are enforced that don't exist within the written rule structure. While normally I feel this should be something that applies, I feel that someone doing something special with a gimmick or the like should be allowed to ahelp for an exxception and the playerbase should know that this is doable. This would put such gimmicks in line with things like atmos or engine sabotage, where if you plan to do it in a proper way that does not impede the round but adds to it the admins can give you the okay. I can understand arguments to the contrary, but it would help mitigate the loss of those types of things that can be done well.
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Murderboning Antagonists and Validhunting Station Crew
Xelnagahunter replied to Naelynn's topic in General
I was the captain here and I'm very much on the fence regarding the reaction. When I heard the HoS was being attacked I ran pretty straight for the captain's office to talk to my heads, lock the secure items in the safe and worry about alert levels. By the time I got there Nae's vox had already been inside and snagged access. I fumbled with comms a bit and went to begin making an announcement when I saw the vox and started talking to it with command and sec asking me questions. Eventually I asked permission to tell people I was busy, hoping the AI would look at me and start alerting people I was with a raider (which I'm pretty sure I was ignored). I even responded via PDA to a few officers who thought that asking me repeated questions about where I was with my "guest" via PDA was a smart thing to do. We had some arguments, I brought up my implant a lot to excuse being unable to break regs. That's when I was simply captured, without much fight because I don't have a "sick war story bro" background but a paper pusher one. Fast forward and I'm on their ship, they give me my headset and let me chill but at least someone is with me at all times cause GOOD ANTAGS DON'T ABANDON HOSTAGES IN A CELL (Seriously thank you all). They let me talk to command, tell them I was okay and we even discussed the accident with the HoS. I gave the command staff and the ERT every indication that the vox were good on their word, if not dishonest for attacking in the first place. Fastforward to the tradeoff. There was a small dispute over who would move what into the airlock first, but eventually the vault content went out and I went in, then the ERT rushed right out the airlock. I wish the crew and ERT had listened to me, my captain felt bad for the lethal takedown actually. It would have been nice to capture them or something but I guess that can't always be helped when fighting in space. At the same time the shuttle was coming and the round was ending, if the antags could have gotten more out of the round for us I'd be very much on Nae's side. But honestly, it was over. You'd have fucked off to count your takings had you lived anyway. So as I said, I'm fence sitting on this round as an example. I found it very enjoyable and was just as happy being traded back as I would have been being used for some murder show at the windows. I do feel for your point, but this round isn't the absolute best example of it given when the final events took place. -
I agree with the point Brayce is trying to run home here and I actually think it's a better solution to the issue than making any changes for now. That would simply be having the lore team talk to the department and figure our how to separate the titles. Give the engine tech and electrician and engineer different requirements or explain their jobs separately, perhaps explaining that they can still help others if they need to. Give Maint Tech or "insert name here" a page saying that is it a lesser role and enforce that policy. Perhaps there is a stopgap between apprentices who are just starting their degrees and someone who has completed one of the degree milestones.
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I'm on the fence here and almost feel like setting Maint tech to the primary title inflicts damage upon what people view the role as. As Brayce mentioned, maint techs tend to be seen as people who do a bit less. Maybe fixing small holes in windows, killing the wall rot, replacing lights, and otherwise assisting other engineering titles in their work without the need for being considered "lesser" role wise like an apprentice. I feel the Station engineer is more suited to full on repair work, independent construction projects, and the like. Station engineer is a role that should be okay at nearly every engineering task, while engine tech and electrician would be specialized, just like the mechanically different atmos tech is. That being said, engineers tend to be the people that invent things and drawn up plans and schematics. And engineer designs a machine, fabrication workers actually build it (albeit usually en mass). My proposal is a rename into something of a construction nature. I don't really have a good title right now but there are enough of us here to think of something. then we have the specialties, Atmos, engines, electrical, construction/general repair, and maintenance/light repair. Just my two cents.
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I've only ever played Aurora (I've made single round forays into other servers but usually didn't even finish the full round). With people who have such strong mastery of the mechanics here and the RP rules telling them not to just walk in and bust my head open, I feel like I'd have quit very early on in a lrp server and never would have come back.