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EJJ

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Everything posted by EJJ

  1. Currently as it is. Suit sensors are random upon roundstart. This is for everyone. Antags, command, security, medical. Everyone. This can cause issues, mostly for antags. Situations where an off-ship antag is detected before they've even really revealed themselves or a traitor is detected before they can fully set up their gimmick are fairly common. Suggestion: 1. Operations, Science, Engineering, Service and Medical all start with their suit sensors set to the "Disabled" position. 2. Antagonists should start with suit sensors set to "Disabled". 3. Security members start with theirs on "Vitals Monitor". This will still allow security traitors to be tracked for damage if they forget to change their sensors on the suit sensors but won't result in "; Hey Jimmy Cadet, why have you been in maint for the last 10 minutes?" 4. All members of command start with their suit sensors set to "Tracking Beacon" or maxed. Obviously command members are going to be the most important people on the ship, medical is going to want to prioritize them and find them if they've been injured.
  2. Played a handful of rounds with them. Great HoS. Manages things well, doesn't dawdle and communicates well. Most of the rounds I've been on it's more basic security personnel not communicating or managing one another well rather than the HoS. Character is a lot more mellow and relaxed than most HoSes which I personally dig. Had some fun interactions with their character as well. +1
  3. Worked with their character a few times during mining/sci rounds as SKIPPER! They're fun to hang around with and I think their character would make a pretty dang good RD. +1
  4. Excellent from what I've seen of them, though from the few rounds I've played and had non-antag access to command comms the only thing I could say is working on checking in more to command. Even if its a basic update of what you're doing, where, how, why, what you're going to do next, etc etc. Still a +1
  5. I've played a handful of rounds with their CE. They manage engineering very well and have a very good handle on the mechanics. On a previous round an engineer did an uh-oh with the main SMES and they managed to direct engineering very well to prevent a delamination and various other fucky wuckies. And I got to go into the SM to shoot it with a fire extinguisher because it was at single digit delam. Very good. +1!!!!!!!!!!!!!!!
  6. I thought I bumped this? Weird. Sneaky's great, very active as Gem's said, has given me like 18 remedial teachings in Atmos and engineering and generally has an excellent handle on mechanical depth of the game and on the more meta social aspects. +1!11
  7. I've played a handful of rounds with GMR and they're very pleasant to play with. Their characters are interesting and fun to interact with. They all have unique quirks and such that show what they're good at and what they're bad at. They also have a very good handle on mechanics and general communication. I think they'd make a great command member! +1
  8. Oh hey you're Brandt. I dig him! Drast is great, when I end up as iCMO I tend to give him the scanner and hypo if it makes sense, he's good at handling tense ANTAG situations and generally has a really good head on his shoulders. Usually he's pretty good about managing med and getting people focused. I think he'd make a great CMO! +1
  9. I'm still wondering why the job on the wikia is called Prospector but we're still Shaft Miners? There's a lot of stuff miners get called to do that isn't our job description. We get called to break into the Intrepid and drive it instead of Bridge Crew, we get called to go retrieve someone that got outside the ship somehow, occasionally we get called by the closest authority to command to actually deal with a combat threat. Either way I can agree. A lot of times on deadpop/lowsec when antags come around miners get armed by sec/bridge to help deal with whatever threat has cropped up. Mining and Engineering tend to be the secondary defense network if sec can't handle something whether its intentional or not.
  10. I like it! I've missed the vault from Aurora because it gave lots of varied RP. You'd have antags breaking in to steal it, Ion or unlawed AI/Stationbound stealing the money or using it to hide things and a various other things. I think it'd be really interesting to have it added. I feel like the transition to Horizon has sort of culled a few of the concepts that were easier on the Aurora so I'd love to see the Vault come back. Plus having a place physical cash is stored makes some command interactions more interesting. I had meant to put this in my original post but it was like 11 at the time. Anyway, someone a bit ago mentioned that putting the scuttling room more in line with the crew armory/command bunker could be cool, but obviously more hidden than it is now. Maybe accessible via maint instead of just walking in?
  11. I think more options for making things is going to be the best? A lot of this needs a coder and people to help sprite/work on this project/ I can help as much as possible if needed. Instead of taking 4 steps to get to Pneumalin, you could take 2 that require a bit more work/danger but get you there faster, The same with other things.
  12. Sneaky's done a ton of work without being a wiki maintainer as is and has cleaned up a lot of pages. I think the fella's more than fit for the role! +1
  13. I really enjoy this! The lore is much more consistent and interesting. Holidays and more detail on living spaced and such are always fun. Very good additions!
  14. I would absolutely love if med spawned with a handful of the basic stuff. I don't need 4000000 copies of everything so pharmacy is useless but at least 2 pneumalin autoinhalers would be a godsend. I've had so many rounds where we wheel someone into med and watch them slowly die over 5 minutes while everyone prays for a pharmacist to arrive.
  15. I can agree with removing Pun Pun or maybe just replacing Pun Pun with a wholly different animal. Half the time it ends up kidnapped by a vamp or thrown somewhere and never seen again. Additionally on Aurora I'd see Pun Pun buckled to a chair 9/10 times somewhere out of the way. On most Horizon rounds I don't even really see Pun Pun taken out of the bartender's closet. I remember the hivebot in RD on Aurora but I don't think it got brought over to the Horizon. Unless it's somewhere other than the RD's office. Generally I think it'd be more interesting to add more functionality to pets, especially the Command pets but OP seems set on just removing them.
  16. Gamer. Good handle of medbay, has played Interim a lot already, knows their way around medbay and handles problems swiftly. If another character isn't leading medbay Glory tends to be the one that's at least keeping people communicating or managing stuff in my experience. +1!
  17. Played with Maz as VARIANCE and with Ruaraidh Tareen and some of their other characters as my other lads. A very good player, good at coordinating medbay even not as a command role. I think if they're given the chance they'd be very good at coordinating characters and keeping medbay running! +1
  18. I suppose in simplest terms, the idea I was going with was that the PR they brought at public meetings, as mentioned in Zeng-Hu's wiki entry, would likely get them some of the higher-ups of Zeng-Hu interested in keeping them around, rather than trashing them. With enough of a nudge from the higher-ups they'd be upgraded with the proper datapackets to actually do the tasks that they've been reassigned to, rather than just relying on what they've learned from observation. Apologies, I realized that whole last post sort of seemed like I was talking around your main question.
  19. One of the major things I would say is, it's likely the first six months to a year and a half of their life were either spent as a head or upper torso and arms, unable to speak and only able to watch scientists either take notes on them, work with them somewhere nearby or be somewhere alone to process the previous stimuli. Sometimes being left on as long as their battery held or sometimes being shut off for weeks on end for the researchers to analyze how they've likely changed and began adapting. They likely picked up the ability to more quickly get skills from others but this would lead to them being sort of rigid with how they do things, needing to watch someone else do a task a few times or be instructed on it and only really performing it the same rote way that person performed it. They've been effected by this and have come out the other end much more reserved and quiet, closer to a G2 in nature and talking in usually very short sentences mostly from their reliance on sign language. They've not had much of an urge/knowledge of free positronics until they were shifted off to Assuzione facility, where they began to interact with the occasional visitor who'd talk about free positronics. A lot of the interactions they've had with Luceism has also shaped some of their thoughts, slowly instilling a much stronger sense of curiosity, personal drive and personal goals into them than they had before. Staff have been a mixed bag, back on Sol they were treated like equipment or an experiment, shut down, maintained, occasionally wiped when needed. If they were taken out of the facility, it was usually just to flaunt them around in public meetings or other public fairs. Their personability and supposed intelligence did catch the eye of some of the higher up Zeng-Hu members, which likely saved them from being scrapped, earning them a second chance later on. People tended to treat them like a child or an experiment, giving them basic orders, referring to them as "machine" or "experiment" rather than a name. After the move to Assuzione they received a bit more of a warm welcome, mostly because by this time they'd been promoted to an assisting role. People would give them nicknames or at least treat them as if they were a living and sentient individual, rather than just a machine. While many were still cold or professional, the practitioners of Luceism they worked with were generally personable, not favoring their Solarian nature but being willing to cooperate with something that worked its hardest. And it's likely they're doing more of a pharmacist/chemist role/lab assistant role, especially to learn more, my concept was that they'd have a lot of rote knowledge but not quite have the context for why it's done, they can mix chemicals and print pills but they're not quite skilled enough/knowledgeable enough that they can pump out butazoline/kelotane/etc automated every day. I was thinking of starting them off as an LA for a bit to learn more IC before graduating them to an actual scientist to fit with their theme. As a side note since I don't think I've said it here anywhere else, they're most competent at Sol Common, Sign Language and Ceti Basic. They likely know a decent amount of Tradeband and Freespeak but moreso basic phrases, names of chemicals, tools, etc. Enough to have a basic conversation but not full fluency. Mechanically I'm only planning Sol Common and Sign Language as their main languages.
  20. While I haven't played with Suno as much as some other people, I've seen some of their characters around. They have a good grip on the setting lore and mechanics and I'm sure they'd do well as a PLANT INFLUENCER. Plus I think we'd benefit from some more reporter/journalist characters. +1
  21. BYOND Key: EmperorJayJay Character Names: Variance, Mihai Vistazui, Tyler Grey, Mateo Soto, Lilac Yu | I have some other characters that I have either abandoned or haven't played in a month+ so they're not represented here. Species you are applying to play: IPC What color do you plan on making your first alien character: Exempt Have you read our lore section's page on this species?: Yes! Please provide well articulated answers to the following questions in a paragraph format. One paragraph minimum per question. Why do you wish to play this specific race: Synthetic characters have always been extremely interesting to play. The different psychology, method of thought, interpretation and reactions have always been extremely interesting to me. Seeing how many IPC characters can be experiments in of themselves is also an interesting vein to follow, an IPC may be programmed to do one thing, do that for decades but eventually discover that they want to do something completely different and seek out the skills or a hobby to do said thing. Identify what makes role-playing this species different than role-playing a Human: IPCs have a significantly different culture and perspective on the world than humans do. There is a lot to consider when attempting to use them and develop their character. They can be as normal as one wants or as eccentric as one wants. They've got a number of interesting mechanical considerations, but the RP and character development is really what interests me. Character Name: Co-60 Please provide a short backstory for this character Co-60 was created in Shanghai, China by Zeng-Hu Pharmaceuticals on 12/06/2444, originally named Language Cognition Test-001. The machine was created as a test of how a positronic brain would cope with almost no speech. Being stripped of the ability to speak any language but understand them it quickly taught itself sign language to understand how to communicate with staff. The machine was able to quickly adapt to this test it was created for, communicating with the scientists it worked alongside and eventually turning into one of the teachers of sign language in the facility it worked at. With the test ruled a success after four years of operation instead of junking Co-60 upper management decided to promote it into a scientific role around 28/10/2448. The machine had already learned a significant amount from the various Zeng-Hu scientists and doctors that it worked with. At this point it was moved to Triesto, the Republic of Assunzione to fill in a few of the empty positions and mostly help with chemistry. This is where the IPC began to get noticed, several scientists becoming attached to the machine and expressing much more verbally that it should be given the ability to speak. Though the machine was intended just to work and not to speak this was ignored. The machine continued operation within the Assuzione facility. A leak of Cobalt-60 nearly threatened to harm all the organic crew in one of the facilities. Quick thinking by the machine lead to it opening an escape route for the unshielded staff, allowing them all to safely escape and let a clean up crew enter to clean up the mess. This is where the name and the additional respect for the positronic came from. After this point, the machine was upgraded with the capacity to speak, not just understand. Co-60 was kept at the Zeng-Hu facility until around early 2464 where it was transferred to work on the Horizon for Zeng-Hu. What do you like about this character? Co-60 is a character type I've always liked to play. High social but very low actual speech. They'll be taking a lot from picking up SL first and speaking quite efficiently, short phrases, nicknames, etc until they become more comfortable with how actual speech-speech is done. They've got a decent amount of desire for freedom and some personal goals from a combination of pity from junior members and talking to the occasional visitor to the Zeng-Hu facility. I plan for this character to be a bit socially oblivious and slightly dumb about things that may come off as obvious to a more socially competent character. While they understand body language and reading people's expressions very well, their understanding of spoken social acceptance and innate curiosity is a bit lesser so they'll be prone to ask questions which may be seen as silly. How would you rate your role-playing ability? I never really like these questions. I write for myself and friends on and off, I've been in a bit of a slump. But I consider myself good, sometimes I have lower lows than I have higher highs. Notes: I plan for this character to be a Science role, primarily the standard Scientist role or Xenoarchaeologist. They're as is hopefully obvious owned by Zeng-Hu.
  22. Bobbob is always a pleasure to play with. They're very active in rounds, seek out interaction and generally are a treat to rp with. I think they'd make a really good XO and have some really good presence in the round akin to some chars like Holiday Lynn and Akham. +1!
  23. Played with 'em before, System Control Computer is fun when I've seen them online. I think they'd do a great job in a Matriarch Drone role!
  24. I've interacted with Bob as VARIANCE and a little less as my investigator Mihai! They show a good handle on the rules and I expect they will make a good funky alien bugge. +1!
  25. Reporting Personnel: Tyler Grey Job Title of Reporting Personnel: Shaft Miner Game ID: chN-aEwS Personnel Involved: Bob, Security Officer, Offender Sevastian Ygevniy, Warden, Witness Jesse Armstrong, Investigator, Witness Secondary Witnesses: Evan Oliverson, Officer, Witness, spoke to me before I followed Bob to brig. Jeremiah Roux, Cadet, Witness, spoke to me before I followed Bob to brig. Time of Incident: Real Time: 10:30PM PST Location of Incident: Security, Brig Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [ ] - Harassment [ ] - Assault [x] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: I was in processing following an arrest by Officer Bob for an assault, I was cooperative the entire time and followed Bob to the brig. During this time several officers attempted to process me, each being pulled away for a different task or being sent to a different place in the station which had to deal with presence of Hivebots, though even with an RD present the alert level remained at green. Though Officer Bob or another officer was present in the brig through the entire processing time. Jeremiah Roux was around for the majority of the processing but was not involved in the actual processing, they also were one of the first cadets to ask me what happened. Jesse Armstrong at one point approached me and asked me several questions of context, but being an investigator was unable to process me or help. There was a point where Jesse Armstrong and Bob were arguing over whether my assault charge counted as self defense before the investigator also left. Ygevniy attempted to process me but emded up falling SSD, leading to my processing taking roughly 20-25 minutes. The time was far longer than reasonable for cooperating with security and even after waiting 20-25 minutes to be processed I was fined 1,000 credits. Submitted Evidence: (Place any in round evidence that you gathered. Forms written in round, recorder logs and photographs can all be considered evidence. Signatures, dates and stamps all account to the authenticity of the form, and it's good to have them whenever possible. Clear screenshots of the whole piece of evidence are required. Evidence that has been produced or affected by antagonist activity should never be submitted. Forging or falsifying evidence is forbidden both ICly and OOCly, and may incur administrative action.) None as no warrants were made for any arrests and I was not provided a paper/documentation for my fine. Would you like to be personally interviewed?: [x] - Yes [ ] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: There was no HoS and Warden became SSD, shift ended soon after I was released. Actions taken: None I know of. Additional Notes: N/A
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