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Everything posted by Confused rock
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Allow Operations to order more complicated medicines.
Confused rock replied to Confused rock's topic in Archive
Finally got off my ass and made a PR so I can later try to get these added to ops. https://github.com/Aurorastation/Aurora.3/pull/15031 I'm just thinking of bicard, kelotane, peridaxon, and hyronalin, because that covers most bases, without replacing pharmacist. the first 3 will come in injectors so receiving the meds from a pharmacist is more versatile, and I decided on peridaxon only (not pneumalin or anything else) because peridaxon can substitute for the others, and pharmacists will still be able to work better than these basic drugs, because there are upgraded versions of all 4 being added (if you count specific healing chemicals like pneumalin as upgrades to peridaxon, that is.) -
I've played with Arges since he was a cadet (and had a few experiences with TAKMAN), and though we rarely see eye-to-eye IC or OOC, I think saying sputnik picked the obvious powergaming choice is a disservice to him. I will agree that his characters are less reserved than most, but it's certainly not of malice, he just gets excited about playing character ideas others might be more nervous about. They are sometimes aggressive, but I always get the impression he's trying to make the roleplay interesting, not trying to frag. In any case, I have seen interest in Unathi lore from him. I personally don't see an issue in yet another warrior Unathi, we've got a lot of Unathi breaking stereotypes now, nice to have more grounded ones. I will say I think it could be a bit rocky for him at first if he gets it. But I hope he gets it, and is given the opportunity to learn if there is an issue, because I think he'll be glad to, and he'll end up playing an Unathi who reinforces the species' existing themes in a positive way. edit: in case I have to say it.. +1
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Right now operations seems to get very little work; there's mind-numbing warehouse sorting and there's bounties, and bounties aren't too motivating when no one orders anything. There would be enough balance implications that I think this deserves a topic, but I think operations should be able to buy rare, synthethised medicines, such as oculine, pneumalin, and arithrazine. The crates could be locked for medical staff, depending on the crate. Ideally these would be expensive enough to keep pharmacists a far more appealing option, such as 1,000 credits for a bottle. Or, better yet, the chemicals could come pre-loaded in autoinjectors and inhalers so that not only is it far more inconvenient than a pharmacist, but also less versatile. Still, this could make a lack of a pharmacist less punishing for medical, while also giving operations one more thing that people might consider actually ordering, making the department just a bit less stagnant.
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I'm not sure what you mean by that, because HRP also means there isn't really much room to improvise. If you don't have a surgeon, then you just can't fix the things that require those surgeries. Same with the lack of a pharmacist.
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Event Feedback - Dreary Futures: Forceful Introduction
Confused rock replied to Happy_Fox's topic in General
I don't want to get into an argument but I want to clarify, the crew defeated the marines after being given non-gauss carbine weapons: two burst rifles and two combat lasers. statistically a gauss carbine shot does less damage than a 9mm bullet if there's no armor (gauss is 20 dmg 20 ap, 9mil is 25 dmg 10 ap), in addition to having far fewer shots, being a single-shot weapon with a handful of reserve shells each. I don't want there to be any misconception so that in the future event makers know what's being given out when they give out gauss carbines (I think they did this time, wouldn't have been much of a fight if sec had decent weapons from the start and I do like the outcome thematically more than just SFA gets absolutely annihilated) -
Event Feedback - Dreary Futures: Forceful Introduction
Confused rock replied to Happy_Fox's topic in General
It feels a bit silly to me that the SCC would let their flagship be so vulnerable to attacks by larger ships. Hopefully this is something that's taken into account in the future, this ship being a "wake-up call" (also let's be real gauss carbines are far worse weapons than 9mm pistols or even disruptors, the sec surrender the event prior was close to inevitable ((which isn't necessarily a bad thing, 'cause gave fuel for this one))) -
I don't think this is going to be something you can fix. Aside from it being even more confusing to swap the names now, I'm still going to call them decks one, two and three, probably out of order for a while if we swap them, but definitely forever if we give them a different name, because it's faster to say and a lot of the time talking about decks is done with urgency.
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If we do make it set to random, would a client side option for not seeing info about the gamemode be possible? Maybe it's just me, but I definitely prefer not knowing.
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Having the slot open every round doesn't mean you'll have a merchant every round. I don't play the role, but it's probably frustrating if you like it and have to just hope it will be open whenever you have time to play.
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Axing Tajara/Unathi footwear and glove restrictions
Confused rock replied to wowzewow's topic in Archive
I had the entire crew come in and mock me because my boots leave my toes exposed and I got oil on them. You want to lose that? addendum: It's not about the fact I can't wear other shoes as much as that the shoes i'm wearing are funky alien shoes, if that makes sense. -
Thing is, security belts can already hold normal-size pistols (able to fit their disruptors AND their .45 pistols, up to seven in a belt). That's not what the advantage of a holster is. If you're playing security for instance you might already prefer a drop pouch because of this, but I use a holster, because holsters make it way EASIER to draw/store weapons. Tapping H to pull your gun out is faster than anything else.
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Then can we give security some way to avoid being permanently stuck inside/outside their department if power ever goes out and there's no HOS to open the blast doors? edit: has been added
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GMR25's Command Application
Confused rock replied to Carver's topic in Whitelist Applications Archives
I'm not really sure how this works but had a round with him as my HOS, and I had no clue it was his first time in command (which probably suggests he knows what he's doing?), even if a bit mellow. I did enjoy that, bit, though. +1 -
I think a lot of unintuitive / easy to forget stuff could be put on the intrepid to ensure not everyone's first expedition is a floop. We could add binoculars to the cockpit, rods to the engineering closets, and perhaps more jetpack fuel? I dunno. binocs and rods especially. Duct tape might also be prudent since it's easily forgettable but saves a lot of lives on EVA.
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Add a more feasible way to break open armory lockers
Confused rock replied to Confused rock's topic in Archive
I have learned that xenofauna guns can destroy a locker in 20 shots. there are two of them in the sec checkpoint outside operations (so a bit of a walk), and each of them has 12 shots. I still think it's silly how it is now, but I want to note this because if people are strongly against this, then they might want the xenofauna guns to be looked at. (also you can shoot a locker down in 200 shots from a disruptor on non-lethal, which somewhat damages my argument. -
I don't really know how maint access works here but would it be possible to give sec access to the maint door in front of the investigator's office? Just so they can get into or out of their dang department when the blast doors go down because of low power.
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Add a more feasible way to break open armory lockers
Confused rock replied to Confused rock's topic in Archive
That's mostly true, but you still need an engineer for the lockers. I say mostly because the armory doors will usually bolt themself if you try to break them, so you'll need a welder to cut the bolts (albeit this only takes another minute if you're not unlucky- brig has 4 emergency o2 lockers in them and one of those often has a toolbox with a welder in it). I don't think officers having access to armory lockers is the best solution (though I do like the idea! I just think the glass container one is the best so far). I think the point of the locker is so that the warden can give sec access to part of the armory (say they open the blast doors and keep the rifle lockers locked because they don't want too much force). That, and it still wouldn't help with the crew armory (or if there's lowpop burglars and no sec. that'd suck a ton either way though, I guess.) -
I've been in a lot of lowpop rounds lately where there's burglars or something and no command or warden, but the burglars are armed such that security needs more equipment. All the options available make security dependent upon other departments that also might not be around- the fastest way is to have a cooperative miner bring a KA, but if there are any miners they're usually on an expedition. The most "reliable" way is to either have an engineer drag an emitter to the armory, break down the 2 doors, and rig the emitter up to shoot the lockers, or break in, unwrench the lockers, and bring them to emitters in engineering. Whatever security does, they're helpless and it's probably going to take at least 10 minutes if anyone around can help, but most likely far longer. Crew armory can have the same issue. I say, security is already crippled without anyone to lead them, it wouldn't hurt to empower them slightly. I think there's a few ways you could do this: -Simplest way- have some of the guns in the armory in glass cases instead of lockers, like the armor. Just putting the energy carbines in glass cases would allow security to slowly shoot the other lockers open. Something similar for the crew armory -Give it a fire axe or maybe some form of battering ram, and let those bust open lockers, why not? I think all lockers should be openable with melee, but that's not what this is about. -Wouldn't do much for the crew armory, but as a more extreme idea, security's disruptors could start with lethals by default, so they can shoot the lockers open. I don't think this would be much of an issue- the lethals are pretty weak, but if there are command personnel around they can disable the disruptors, and if there aren't, sec is having a rough enough time as it is. I think this would be good, but it's a bit extreme to balance around lowpop. Sec has had guns in lockers for longer than I've been here, and I've been reluctant to mention something like this because of my biases as a sec player and nagging feeling there's some reason things would stay like this, but it's starting to feel more and more like a frustrating oversight how hard sec have it. I'm confident the benefits would outweigh any perceived costs, and I think lowpop antag rounds already ask enough from security players.
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from loadout, looks like black zavod caps/berets are options but they appear as invisible.
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Peppermint96 Staff Complaint
Confused rock replied to Herpetophilia2's topic in Staff Complaints Archive
I play Suazra, and since it was offered I'll comment, though I'll be brief since I'm not really sure to what extent my involvement allows me to comment. For what it is, I think Herp's description of the situation is honest. After the discord conversation I can see why it could be a big dick move to antags, but I do believe at the time he just didn't see the harm in it, probably never expected antags would be digging through that small bit of maint anyways. I got the impression he did it because it fit the big hardworking bug he played, and inviting me as a cadet was so I could feel like I was helping out in the department. -
unathi [Accepted] Confused Rock - Unathi App
Confused rock replied to Confused rock's topic in Whitelist Applications Archives
Oh boy questions are hard, 1) Hossl's relatively brief experiences with megacorporations so far haven't led him to discover any shady stories, and so while he doesn't think higher human affairs are much his business, he's oblivious to any problems with them. Hossl hasn't stopped to think about any corporate propaganda yet, and the quality of life he's enjoyed distracts him from any issues in his own work. While Hephaestus has a decent relationship with the Hegemony and wasteland alike, and he's heard much about it, this hasn't meant quite as much for him, being that his settlement was overlooked by Hephaestus. He's a bit jealous of those who had it easier, and might've went there himself were he not advised otherwise by his creditor. Zavodskoi was suggested for their professionalism drawing the best out of him, and more importantly to the creditor, for the pay. 2) I've thought a biit about this. In the past, Hossl was discouraged somewhat from exercise for the energy, and there really wasn't much. He might be playing with relatives or toying with some scrap, but it was usually pretty boring, and he spent a lot of time daydreaming. That's behind him now, though, and the world's not quite as he imagined it. He's interested in exploring all sorts of media that he now has access to (I am probably going to check out the library though). Probably for the enjoyment, but he'll say it's for education. Otherwise, he's coming to terms with the fact he can eat whenever he wants now, and exercise aimlessly to his heart's content. Might spend too much time at the kitchen, and might spend a lot of time at the holodeck, especially for the exercise program, but all of it is interesting both for the technology and for trying new environments. Alas, there isn't too much sporting on the horizon. 3)Sorta hard to describe, but yeah, merciful is how I'd put it, though somewhat easily influenced, lacking role models. Hossl would like to see himself as a force of justice, and hopes to actually help the world. The martial part is secondary. He got along well at home because of his agreeable nature, and he thinks bringing his courtesy to space might help criminals actually see their mistakes. He has little problem going along with everything corporate wants from him, though; seeing them as a superior makes life simpler and makes him feel like he's doing something right when he trusts them. The only really unusual thing is the extent to which he sees honour as a system which makes life fairer for everyone who participates, and so for example, if someone tells or gives him something he wasn't owed, he feels some obligation to ensure they don't regret it. This might lead to some conflict of interest if a criminal admits something they could've hid, and I'm admittedly not completely sure if that'll be fun or irritating for others in security if, say, he would give criminals a moment to flee to thank them for confessing, or be reluctant to fight boarders who spared him before. What do you think? It could go either way on if he decides his integrity or work as others would want is more important. Anyways, in this sense, Integrity is the most important to him if considering the tenets, and he feels pride every time he pays off part of his debt. -
BYOND Key: The unloved rock Character Names: Andrew Mitchell, Brayden Fisher Species you are applying to play: Unathi What color do you plan on making your first alien character: Black 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: Where do I start? Well, I like alien characters, but what piques my interest about Unathi specifically is mainly because I like rural characters, and Unathi are good for that. in the case of this app, I'm interested in aliens who clearly don't see things the same way as humans, but because of their situation, still manage to find common ground and some understanding. And a bumpkin. The divide between the Hegemony, wasteland and individual cities adds variety in how rural you want it to be, which gives good options for my bumpkins. Unathi aren't dumb, but I like the lower-tech backgrounds their options allow, though with options like Dominia they aren't restricted to it. The best part is that regardless of this variety, Unathi always have *enough* in common that it feels like a coherent species. This is one of the things I like most about alien options, that I could see another of the species in-game and know how much we share. You just don't get it the way with humans the way I imagine is possible with Unathi. I think they are the best species about this given their relatively small scope in the galaxy. I can imagine my character's distinct thoughts on each group, albeit blurred on those he's more distant from such as Aut'akh and Dominians. Having interacted with Unathi as a Human, I know that interactions between species can be even more interesting. I think religion is a great example of how they're intertwined, as I'll detail later, and I particularly like the ancestor worship of the religions (and each has its own complexities which give them more ways to be relevant to Unathi on the ship). I also appreciate the mention of how Unathi religions consider other species instead of sweeping it under the rug. That and the thing about Unathi staring at stuff is funny to me. Identify what makes role-playing this species different than role-playing a Human: With the Unathi's fairly recent contact with humanity (which is relevant in itself), and their planet having only one powerful governing body, The vast majority of Unathi still share many values and beliefs, and have values that are linked. The case of the former would be many of their cultural values, the way they emote and behave etc, but none define an individual as much as their beliefs on honour. Though the expectations vary between man and woman, or peasant and noble (especially with warriors), even pirates respect a code of honour. The simplest peasants should still show respect for their elders, their clan, and societal norms, and if they do not, there would certainly be societal backlash, perhaps even becoming a Guwan if shameful enough. As for the many values that are linked, their religion comes to mind. Th'akh and Sk'akh have much in common in their beliefs and reinforce ancestor veneration, gender roles, and other parts of their culture. Offshooting from Th'akh and Sk'akh respectively are Aut'akh and Si'akh. Unathi of one religion are bound to have strong opinions on some of the other three; Si'akh and Aut'akh are often scorned or feared, though in some cases fear for one religion overshadows the disdain for the rest, and though not always as feared, the church of Sk'akh and its connections to the hegemony often bring it into conflict with Th'akh. The hegemony, as the only surviving massive governing body of Unathi, is relevant for all of them, even those outside of its control. To be brief, the surviving Hegemony is what allows such divides as between peasant and noble to strongly persist, and whether an Unathi survived or was born after the contact war, it leaves an unforgettable mark on their History. Unathi outside the hegemony that survived today did it by fleeing or by clinging to the remains of their ruined world. If an Unathi is outside the hegemony, it certainly stills matters to them, and if an Unathi is within it, their social status and obligations still follow them out to space. Character Name: Hossl Suazra Please provide a short backstory for this character (Approximately two paragraphs) Hossl was hatched in a ruined kingdom 5 years before the end of the contact war, though for his clan it might as well have ended in 2439. A Th'akh peasant clan who once supported much of a city with their fish, the stubborn Suazra found their dead lord's lake now could barely support a small settlement. Though the fallout took its toll on Suazra their elevation kept them safer from the blast than the city itself, from which only a few survivors came to the settlement, offering their skills and equipment. In the first few months everyone hid indoors, conserving their energy, besides the few tending the fish. When the lake's yield gradually dropped, the skilled traveled to nearby settlements or Mudki to offer services or sell technology salvaged from the city. Success was limited as few were willing to part with food at the time. Although the lake stabilized with shrewd rationing, it never quite recovered- overuse and radiation poisoning are different beasts. Because of this, Hossl grew up a bit stunted - kept inside for his first years to protect him and conserve energy for growth. He saw little, but heard many stories from anyone he could ask; the old city shaman usually had plenty of time for him. Although Hossl wasn't a great listener, seeing the stories more for entertainment than their contents at first, the shaman taught him all that he could. He did have a decent understanding of most things—how he ought to behave and why, but there were two things he didn't get. He didn't realise quite the scale of the world nor how insignificant he was in it, and he also didn't quite understand how terrible the war was; he had heard all the stories, he knew he was living in ruins, but with nothing to compare it to, and never knowing the people lost, he didn't truly understand the degree of damage it caused. He knows it's all thanks to the Izweski, though, that the war had to happen because the Izweski were exerting authority places they had no right to and threatening their way of life. He just didn't fully understand that with all that they did, nothing could justify those bombs. Years passed, and after the war's end most of the city folk slowly trickled out to Mudki. The settlement kept its cohesion in the past through stories of Izweski atrocities, anything to convince people the Hegemony was worse than starving, but when news made clear it was the Coalition that sent the first bomb, not the Izweski, none could lie about such a grave matter. Suazra still refused to let the Izweski change their way of life, but the rest couldn't bear the hunger any longer. They left Suazra with their lessons and equipment- the old city shaman leaves his texts behind, which are the main way Hossl passes the time. With less hands available, Hossl was eventually put to work, usually with the fish and the occasional trade expeditions. This was a great shift for him, and while appreciated by seniors for his diligence, it felt tiring and pointless to him, and he feared his life would stay aimless forever. To Hossl, he has a chance to be more, and dying an aimless kyula would be unbecoming of someone such as him, and he may even be forgotten, which would be terrifying. He lacks the shaman for guidance, but concludes his life needs more focus and begins searching for it. He looks back to the shaman's old texts and remembers the unwritten stories. He remembers stories of Zyola, and tells himself that if he learns from one, he will be great as well, and as a zo'zyola his life won't be forgotten. However, he knows his education is limited, and there are few he can mimic- he is certainly no fisher, but he recalls many of the shaman's warrior stories, those he was always fond of. Of course! A warrior would be natural for any good man regardless, but he's still to young. For now, he starts by chasing shriekers. Though unsure of his future, Hossl feels like he's making progress. When Hossl was 16, the city shaman returned to the settlement, saying Mudki is no longer safe for him. he promised to finish what he started with the youth, bringing books on xeno culture and learning Tau Ceti Basic from Sinta'Unathi(unfortunately, an Azaziba translation was far less accessible). He thought Hossl might someday leave the settlement to help support his family, but he's surprised by how keen Hossl's interest is. To Hossl, this will let him become far more where the Izweski lack control, and he understands the power credits have. He's determined to bypass the Izweski entirely, and so he spends the next 3 years studying the language and books to appear "cultured", while also asking every traveler he meets if they know a way off Moghes. On the outskirts of Mudki, there is a man he encounters each month and tries to convince to help him. Each month he criticize Hossl's Tau Ceti Basic, rudely and flippantly at first, yet with Hossl's repeated returns it becomes more genuine, and his third year of practice ends when he tells Hossl he is impressed by his tenacity, and they can discuss an opportunity. Thanks to this contact, Hossl was given a chance to board a shuttle, was guided through getting a visa, training and recruitment by Zavodskoi, and he repays his contact with half of his income, much of what remains going to his family. Hossl is fine with this, still enjoying a higher quality of life than ever before, as well as a constant feeling of progress. Diligent and agreeable in training—as any good warrior should listen to their superiors of course, he thinks—Hossl passed through smoothly. Now he is eager to prove the value he sees in himself on the Horizon, and he strives every day to be better than he was yesterday. What do you like about this character? Main core of the character is a young, scrawny wastelander who tries to be more, and whose experience with the wider world outside of the wasteland is mostly from what he's read. Not utterly socially inept though, he's had months to figure things out and years prior of trying. Few reasons I like them- I like rural characters, as said, and poor characters, and I like the whole idea of the wasteland, which works well with the first two. This is a bumpkin who's just starting to understand how hard his clan had it, nonetheless appreciating his old life for forming him into the righteous man he sees himself as. The young Unathi's earnest attempt to follow the warrior's code may be fun, and I particularly enjoy a brutally honest character. I see his chunk of ego, combined with how he sees Th'akh, as a great motivation for a character, both for why they're here and why they get up each morning. To him, becoming a mere kyula would be a shame when he could be so much more. A simple fear of failure and being forgotten motivates Hossl to act proper and respectable, and to excel in what he does. Hossl certainly doesn't look the part, and I like the idea of him being a bit too short and thin, stubby or no horns, his appearance telling half the story to those who look. I think his naive and agreeable nature in spite of his ego will lend to him bouncing off existing characters well, giving everyone reasons to talk, and Suazra especially reasons to listen. How would you rate your roleplaying ability? 7/10. I've played ss13 for years and I really believe I make good characters, but I feel my RP is too reactive right now. Notes:I realised on 3 separate occasions writing the backstory that it was getting wayyy too long so I cut what I could, I gotta stop at some point though.
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I guess I don't play medical here, but you mention bay and how bay did this. I know the chemistry systems probably have some differences, but having done medical a *lot* on bay, the effect wasn't perfect. Playing physician, the most dreaded part of the shift was making all the chems everyone demanded, and there were still next to no chemists. Perhaps consider giving medical a basic stock of "essential" chemicals instead? If pharmacist was less demanding, and they were more focused on restocks/making specialist chems, perhaps the role would be more enjoyable, though I suppose it's still in essence tedium. TLDR; my qualifications are dubious but maybe just remove the busywork entirely and give medical free stock of the important chems. Then pharmacist will be more attractive as your first 30 minutes of the round won't be agony. If you don't do that though I think this is the next best thing!