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Fyni

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  • Birthday February 26

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Geneticist

Geneticist (15/37)

  1. I was going to make a post including a bunch of mini suggestions and something like this was it. I'm bad at piloting and feel intimidated trying to learn - it's very easy to troll a round by accident. In an ideal world there is a an (IC) computer program you should be able to download on any terminal which lets you fly a fake ship on a fake overmap as practice - even give it lore as a flight sim in universe - but I'm not sure how hard that would be to implement.
  2. Reporting Personnel: Elizabeth Joyce Job Title of Reporting Personnel:[Captain Game ID: [Odyssey Test Round 3] Commended Personnel: Operations Manager Bayar Yeke Chief Engineer Percival Caladius Head of Security Cornelius Huizhong Birdge Crew Narasi Perlyalna'shirani Bridge Crew Celine Arceneaux Witnesses: Elizabeth Joyce, Captain (details below) Time of Commendable Act: 12/10/2466 22:00-00:00 Ship Time Real Time: 12/10/2024 11pm-1am BST Location of Act: SCCV Horizon, Propellant Depot AG5 Overview: Yesterday we responded to a distress call in Valley Hale, a nearby independent depot designated AG5. Without a complete picture of the situation, I dispatched a multi faceted away team, lead by Cornelius Huizhong and Percival Caladius. What they found was a hostile enviroment. Infested by Greimorians, lacking air, light and running on minimal power, they were thrust onto the frontlines of a extended and somewhat grueling battle against the enviroment. Through my total comms access, I listen to both command members on the mission co-ordinate their teams, effciently using sub teams, assigning specific tasks, and checking on the needs of their workers. Pervical in particular was always on the ball to what was needed to practically restore a triage area for any rescued crew. Working in tandem with Bayar, who with his team scoured the whole Horizon for the needed rescources, they established an albiet temporary shelter where multiple members of the Depot's crew were treated by extremely limited medical staff. Both members of my bridge crew spent time co-ordinating the Intrepid and the relief around it, including making sure all Horizon crew were accounted for and during a difficult security incident, were able to remain calm under pressure and follow my orders exactly. While this sort of mission is not entirely unordinary, and the roles performed by the members of my command is expected of them, I saw a harmoneous whole working in a frankly difficult situations to deliver the best possible result. I hope the crew we rescued will think positively on the Chainlink.
  3. I don't think there was any intervention from the outside - there was a natural player vote when the away mission was wrapping up. Perhaps some OOC guidelines to storytellers, actors and even command try and get to that stage within 2 hours would be good though. I was considering this myself. Odyssey rounds can start wit ha simple "we have recieved a report that you should be stationed on standby" which will include Intrepid grounding until further notice. However, yes, this does take away from science's ability to have a normal round. While I think there is plenty of time for them to have a normal round, maybe what the Horizon needs is a bigger then canary but smaller then intrepid science shuttle to help with this? I dunno. Other thoughts: Meta knowledge: Not knowing IC where we were going but people knowing OOC was a bit awkward. Said Xenoarch beelines directly to the Depot, and it was nearby the whole time. Having the exact location shown to everyone at round start might not be nessesary - I know we're not meant to use meta knowledge but I did feel that info pulling at people during the hour set up time. Communication and cameras: I still think there should be body cams available for away teams, and these cameras and the Intrepid cameras should be accesible even when they're at away sites. This will help engage people forced to stay behind with the round (like me as Cap this time), help with communications issues we always have when it's busy, while not "breaking" an antag exprience (maybe the storyteller has the ability to cut them out for story reasons) Service: So often left out, Service was making food and drink aid for the crew. This was great! They should get access to more and labelled portable fridges so they can do this easier in the future. Operations: I loved the scramble across the ship for resources. However, this round we kept the Intrepid mostly stationary, which meant Ops was mostly just pushing things through the teleporter. This might be a playstyle thing, but a smaller pilot-able shuttle to do deliveries which isn't the Spark (which is often been used by miners) might lead to more engagement?
  4. I really think the HoS should have a filing cabinet, though the office is kind of cramped so I'm not sure how this can be done without expanding it a bit.
  5. My concern is a checkpoint is meant to be in an area of the ship which is unavoidable. In theory, the hanger and merchant checkpoints cannot be avoided without extreme measures, whereas the janitor's deck two office can be very easily bypassed. The point of the checkpoint is to... check. In theory the merchant checkpoint allows security to check crew leaving the merchant for contraband, and the hangar one incase the Intrepid is used in a rescue, or picks up some bad 'uns or... something. All turning the closet into a "checkpoint" would do is create another unusued space.
  6. This was all but what I said in one of my posts earlier in this thread - I like Odyssey but as a new "this will be most rounds" it felt a bit intense. I think it needs a tone down (no expectation of sending the whole crew away from the ship for example). Big scale "involving near everyone" Odyssey been a few times a week, maybe with preset times ("every friday night at X time!") will I think give time for people to get that comfy work RP in other rounds and maybe feel more upto that intense odyssesy round every now and again. I honestly think it would make the usual rounds more poplous too as people want to get that RP in between those intense Odyssesy rounds, where that groundwork of relationships can really pay off? I'd also like to add I don't think the intent of Odyssesy is for every round to be so intense. Lighter rounds where a simple goal is engineering based (fix this broken ship with none hostile crew in danger on it (medic work) and maybe a few active turrets or loose grems (sec work) which doesn't involve everyone seem like they would work well in this format - as long as the "involve everyone all the time" nature of this test round isn't intended for every round I don't think this should be a problem?
  7. It was a lot of fun, and I think having this game mode as a semi regular "event" at the very least will heal deal with missing the quiet rp hour most antag rounds have and make the none Odyssesy rounds popular too because it offers that?
  8. I think the teleporter as a "send down a single or handful or people or a few items" thing is fine, but should not be used primarily too. I think maps should be there purely because long time player will learn the maps by heart and less frequent players will end up lost. There needs to be an aide.
  9. Hello! Captains perpective. My first bit of feedback is time. I was quick to prepare the departments to set up a base on the planet, but that's only because I knew where we were to go and instructed to do so ASAP. If this mode is run "properly" (I.E. with a GM), I can see this infomation taking some time to filter down. The amount of time it takes to set up people and gear means I think some basic info that both Command and the GM can work with needs to be available immediately, or at least within 5 minutes of round start. This can include the aforemention PDA maps / paper maps and a brief (command only maybe) message saying "Prepare for operations / expedition to XYZ planet" I highly enjoyed the command brief I called, if I had more info earlier it could have been better. With that in mind, with expediance of the action in mind, I would like there to be some guidelines on how to approach these situations. Five minute Intrepid flights, advanced seat booking (engineering and security first! etc.) can all be specified to ease that start of round chaos. As the Captain, one of the few I can see reasonably staying on the Horizon, there needs to be better meathods of communication. First, all crew should have access to hailing or an expedition channel, to stop the "angry locals can listen in on our common communications and talk there too" problem we had on Konyang, but which also last night made me restrict exactly what I was saying - keeping the crew less informed, making the round less engaging. I would also like remote cameras to the planet to away sites to work - often your just going of word of mouth as the Cap, and been able to use a borg's cameras or the journalist would make that much easier, and I don't think "over powered" like earlier talk of body cams concluded. Finally, I am unsure if my annoucements were "hearable" on the planet, but making sure they are would aid with that communication and coordination aspect. Feedback on a per deparetment basis (which I only gather from watching over it all) Command - Intrepid flights are under Bridge Crew. I assigned one as the "crew chief" (in charge of who and what gets on each flight with absolute authority around the Intrepid). Having this tempoorary role codified (see my earlier guideline suggestion) I think would make the Intrepid less chaotic. Adding guidelines to cycling bridge crew on pilot duties too could help alievate boredom for said players too. Security - No comment here! Science - I was glad science had something to do, even a large role in this round. I hope Odyssey always prioritizes this often neglected department more often. We need some generic macguffins which GMs could use which perhaps interact with the tools science has access to? (Cool idea of a "macguffin" designer where you make an object/artefact and give it propeties based off a list) Medical - Access to chemistry is key and may see a player stuck on the ship producing as such. Operations - I loved Operations role in moving supplies up and down, using the tug to help medical move their gear etc. and it feels like the department finally coming into it's own. The mining rock issue dulled it a little bit but otherwise it was great. The machinists were one job stuck largely on ship, even when I asked one down to do field repairs. A way for them to quickly set up recharging stations for IPCs and shipbound synths would give them a reason to go down. Service - Poor service. I believe a storeroom should be added full of "field supplies" for them to easily set up a field kitchen - a few crates of MREs including K'ois, and "field" stoves / ovens - cooking equipment which is not electricity powered, but powered by phoron/other sheets like PACMAN generators to help them start this process ASAP. In this and the recent event round, they were supposed to set up in the field but it is severly slowed by power restrictions when they are low on the priority list below engineering and medical. Overall I had a lot of fun sat on top of this chaotic mess of energy and was proud of what engineering achieved, with the help of Operations. Proud of what my bridge crew did, and amazed at Medical and Security's work in rough conditions.
  10. [b]Reporting Personnel:[/b] Elizabeth Joyce [b]Job Title of Reporting Personnel:[/b] Captain [b]Game ID:[/b] Event Round (New Blades, Old Wounds Event 4: Hell Is Empty) [b]Commended Personnel:[/b] Bradley Knight, Engineer Louise Muckle, Engineer Frank Adamczyk, Engineer Felix Fleeter, Engineer Samson-221, Engineer Manuel Barros, Engineer Samga Khatun, Bridge Crew [b]Witnesses:[/b] Elizabeth Joyce, Captain [b]Time of Commendable Act:[/b] - [b]Real Time:[/b] 0100 GMT [b]Location of Act:[/b] Mudki [b]Overview:[/b] During our recent humanitarian mission to Mudki, I tasked engineering with restoring utilities within the city, with Samga Khatun working with them to liase between them and command given the lack of a Chief Engineer. Their first task was the power plant which would be essential to restoring operation to the other utilities. Here they ran into extreme radiation thanks to the damage to the plant breaching radiation shielding. Despite the danger, they were promt in restoring at least a modicum of power to the city and importantly the hospital. They were quick to adapt and get the water plant functional again, at which point the Nralakk Federation humanitarian personnel made a comment to me over the efficient and excellent work of the engineering team. I believe this is the main commendable point - they made an extremely positive impression on outside forces, promoting the reputation of the Horizon and the Chainlink as a whole. After the key utilities were restored, they continued to make sure they were fit for long term use, and aided in small tasks all around our secotr of Mudki. It was an extremely work positive attitude, and one which has made an impreesion. [b]Additional Notes:[/b] (I would like to add the Nralakk Federation skrell to witnesses but was unable to remember their name and no one replied to my ask in discord)
  11. I've played alongside Bayar Yeke in command several times now, as both a HoS and a Captain. They have done extremely well in difficult situations, helping antag gimmicks along, enabling none antag rp moments. I think their characters have always been good, but they have shown that OOC consideration that I expect from a command player +1 Also they did a bad annoucement by accident and fell down a lift, it was funny and relatable, silly mistakes we all make +1
  12. The ship is not designed to handle "stairs are dangerous." There are far, far too many stairs in areas for aethetics reasons (the bridge, research, machinist workshop, bar etc.) rather than to actually swap decks. Elevators are far too far apart. And I've seen people merely weld crates and lockers, and unweld them when they've finished moving. I like the PR in theory, but I don't think it is suitible for the Horizon.
  13. Autolathes can print leathal ammo for security in a crisis - it's strange that it needs to hacked to do so, especially since it seems they are able to (when hacked.) Simply allow autolathes automatic access to do so in Red Alert - this can also help antags, when combat starts, to have access to the ammo too without hacking (which I'm sure a lot of them might already be equipped to do anyway.)
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