
Kelnor
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Everything posted by Kelnor
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Yeah, didn't know about the ghost role limitation. Best way to implement would be an additional medical or investigator or chaplain kit and roll it into an existing job. Fair point's close it.
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The idea here, is a CMO or Chaplain, maybe an investigator? Can use a computer terminal to open a ghost role for "Mortician." Basically, they'd have "makeup" tools that can hide physical and burn trauma, as well as a special device that can keep bones and tendons from recracking/snapping. Could make the bone/tendon tool cause extreme immobilizing pain when in place. Basically it'd be a tool that implants an augment when used, give it an infinite supply of augments. (if someone tried to use it on a living person it would have to be surgically removed.) Not sure how much work it would be. But could make it so we can have more open casket funerals for miners. The bone resnap thing is meh though, and there'd be a case of a reviving ling having it implanted by a well meaning crewmember. Not sure if it's worth it. But the makeup thing could be interesting. Could also just make the makeup thing available to surgeons.
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Make the Executive Officer the ship's second in command.
Kelnor replied to Kintsugi's topic in Suggestions & Ideas
I think there needs to be a clarification here about what "second in command" means. There's succession of command (if the Captain isn't on deck or is dead or incapacitated, XO has top authority.) And then there's Chain of Command (This means all concerns going to the Captain should go through the XO, and the XO's word carries the Captain's authority barring some kind of malice or lack of good faith on the XO's part, and barring some orders only a Captain is trusted with issuing.) You would have to have a good reason to bypass the XO and go straight to the Captain if the XO is in the Chain of Command as second. In the real world, the XO's job is to run the ship and handle crew to let the Captain focus on big decisions, they are not primarily a second in command or a right hand man, and they're definitely not a specialist, at least not anymore. They're a secretary with leadership requirements mostly. They're getting experience in ship operation and command leadership for when they become a Captain, and the Captain is expected to groom the XO for the big chair. In militaries, they want a clear succession of command and chain of command. So the XO holds the second position in both. They don't want to hold a command staff vote for the next Captain in the middle of a firefight or have multiple Department heads issuing conflicting orders and crew not knowing which to follow. The question is whether the Horizon wants the XO to be second in both, one or neither of those chains. Edit: I should also point out that militaries would have all command line officers in order of succession of command. If we make XO the second in succession of command, it doesn't really make sense not to go all the way and just list the succession of command all the way down the entire Command Staff. After all, the whole point of the XO being second in command is to never have any confusion of who has command now if the Captain goes down... so why wouldn't you want to do the same for if the XO goes down too... and then the next in succession of command... etc. -
I personally like having the machinist in the OR. Expose the organ surgically, then let them fix it. There’s a bug with mechanical organs I’ve never figured out that some machinists seem to be able to fix with some time. Id support a change to mechanical organs, make it so that a surgeon applying nano paste might get it working well enough to keep the patient alive, but you need a machinist to fix it to 100%.
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She was born in China. Family was traditional Chinese. Scored well in school and received a nomination from her Father's friend to the Solarion Naval Academy. She detached to fleets and with Marines, in their field hospitals. She was with the 33rd when they invaded Tau Ceti in 2259. Administered a Hospital in a Mendel City suburb during the occupation. Long story short, crazy Evil John Sol Marine type officer that was there to provide security for the hospital started dictating who got treatment. She should have stepped in, but the implication of violence made her back down. She later realized his men were just as upset with him as her, and woulda followed her lead if she'd pushed. Eventually the CO's subordinate shot him after confronting him about denying Biselites treatment. Spent time tending to members of the 33rd under the watch of the 25th and reconstituted Biesel forces, during their withdrawl and hand over of power. Was questioned by a Biesel investigator about what happened at the hosptial. After her testimony, she requested asylum and to stay. PCMG-Nexus hired her. They kind of were the only ones that would touch her, considering her past. Worked her way up, but avoided administrative positions. Eventually assigned to the Horizon. Basic bare bones. There's more depth but this is good for feedback without spoilers.
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I like the danger warning thing, but could be done ICly. We have a spaceship in orbit, or will most of the time, with some of the best sensors in the galaxy. We could do a recon sweep from orbit easily off screen and make a written report, maybe a few screenshots taken from space, and make it available in the hours leading up to the event. can also spit the recon into two categories. One for command only on the command forum. One for general crew that’s disseminated… like everywhere. Forums, relay, newscasters, event wiki, event forum… etc.
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Gonna be honest, the undersupplied medical was fun as hell. Some feedback though: 1: Just give us hypos, I don't think syringes added anything to the enjoyment, and I mostly ended up trying to find a screwdriver to refill injectors instead. 2: Stethoscopes. Highly underutilized but can do so much so quick in a medmain's hands. Can completely replace a body scanner (if all you care about is fixing heart/lung and in this situation that was about all we could do anyway.) Liver/kidney is just a simple exploratory lower body surgery on a stripped patient. 3: Full FR gear. Just give us a few sets of belts with basic meds. Dexalin Plus (Just O2 kit Dex is fine though) Kelo, Bicard, Morta, coag, perc, stabilizer harnasses. No hardsuit, unless it's justified to risk the ridiculous cost of one of those. Also, if possible, remove requirements to take medical webbing/drop pouches on loadout, or spawn a few. This stuff should probably start in a locker with CMO access so people don't pilliage it. 4: More red kits. They also have a lot of the drugs listed above in pill form. 5: Possibly a small quantity of organ regeneratives like alky, adip, pneuma (probably dependant on exactly how poor we're being during the specific event though) 6: Way more health analyzers.
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I don't think I have access? Can't find the category on the forum page anyway. Character: Hailey Wise
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DaTruRiZZoB | Command Application
Kelnor replied to DaTruRiZZoB's topic in Whitelist Applications Archives
Good atmos tech. Roleplays a Scarab well, and taught my own scarab alot about being Scarab. Had one round with them being CE and me being CMO. The Spark got disabled and was adrift. Dispatched her Atmos tech to the intrepid well equipped for a rescue mission and did it fast. +1 -
Reporting Personnel: Hailey Wise Job Title of Reporting Personnel: Chief Medial Officer Game ID: clB-bm0g Commended Personnel: Amara Nasr (Executive Officer), Donny Willis (Atmospherics Technician), Briar Sadar (Chief Engineer), Ceyrs-02 (First Responder), Zhi Jiang (Scientist) Witnesses: Hailey Wise (Chief Medical Officer), Flynn Johnson (Shaft Miner), Konstantyn Lovad (Shaft Miner) Time of Commendable Act: Real Time: 1000GMT 12/28/22 Location of Act: Spark and Intrepid Overview: On or about 0900 hours 12/28/64 I came on shift. Briar Sadar was sole command at the time and informed me the miners were overdue. Shortly after that the Spark came into telecomms communication range and reported that they were adrift. I moved to the bridge to attempt assess the situation. Shortly thereafter Amara Nasr came on shift. Despite having just arrived, she very quickly reacted to my update by preparing the Intrepid for a rescue mission. I ordered Cerys-02 to gear up and move to the Intrepid. She responded quickly as well. Having observed the Spark fly through a hazard and suspecting injuries; I issued the hand teleporter to Zhi Jiang and she agreed to accompany the rescue mission to provide emergency medivac support. Donny Willis quickly prepared the Intrepid for launch and spare supplies to recover the Spark. Briar Sadar coordinated Willis' well. She also acted quickly when the bridge was breached by Carp while attempting to rendezvous with the Intrepid on their return. Unfortunately Shaft Miner Chadda expired aboard the Spark before first contact with the Spark after going adrift. The extraordinary aspect was how quickly the crew, especially Engineering and the XO, went from finding out the Spark was in danger, to launching a fully equipped and prepared Search and Rescue mission. Despite having little time to prepare and no foreknowledge. The Spark's course took it through many hazards and would have taken it through countless more. Their quick reaction undoubtably saved the miner's lives. Additional Notes: I've cast a wide net here with commended personnel, being involved in the incident means I'm not aware of much of what happened since I was focused on preparing Medical for the miner's return. I'll leave it to the SCCIA to narrow the scope should they pursue this commendation. Events on route to and aboard the Spark by the Intrepid crew are unknown to me and may also deserve mention in the commendation. I have no information on what transpired aboard the Spark or the Intrepid during the mission.
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OOW isn't Navy. Merchant Marine and exploration vessels do it too because ships need chain of command whether civvie or not, but other people have made a lot of other good points against it.
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What do you guys think of making a new position. "Officer of the Watch" In Navy's (and merchant marines) there's a position referred to as "Officer of the Watch" It's basically a Captain but just for the "watch" (read shift) the person isn't a Captain. In real life it's generally it will be held by an Officer. Any rank can get it. They temporarily have the authority of the Captain (in matters requiring immediate attention, they wouldn't be able to perform a Captain's mast or make a significant decision.) My in game suggestion would be to basically make it open to any existing command and maybe bridge crew that want their character to get a chance in the big seat. ICly we could put a limits like "Has to have held the command or bridge crew position for X months/years or whatever, not code forced but admin or mod enforced. I'd suggest requiring the player to have the command whitelist in the case of a bridge crew however. A Captain can co-exist with them, and override their orders, relieve them, or just use this as an opportunity to mentor at the Captain's discretion. I would disable this role (or make it part of the narrative) for Events since OOW is meant to be an off time kind of thing, especially for events the Command team would KNOW some shit is about to go down. It could be used for events that surprised the crew however, possibly the Captain showing up mid round spawned by Admins. Edit: Could also be a random game mode (ghost spawner maybe?) or limited to when there is no captain queued or currently active. After all the Captain already has little to do most of the time.
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Fluffyghost - Command Whitelist Application
Kelnor replied to Fluffy's topic in Whitelist Applications Archives
As one of the parties involved in the original complaint that's mentioned in the app, I can say that the basis of that complaint is no longer a problem or relevant. I'm not a secmain so I can't speak to his HoSyness but he's a good RPer and I enjoy having him around medbay on Donitz. I can't speak to his ability to lead but that's what the trial is for and I would like to see that happen at least. Letting him get some experience in command seems prudent. +1 for the trial. -
I think it'd be too hard to code tieing the surgery and the drug together using a machine. Makes more sense just to IV it or inject it. The ICU should be the physician's wheelhouse (or a surgeon with physician skills and no physicians on shift.) so I'm not for locking drugs or a drug delivery system behind a surgeon's access. Though a special unmovable ICU IV and bed that can deliver multiple drugs at varying transfer rates might be worth it when waiting for an OR to free up or if there's no surgeon. I'd also like to create mechanical issues from scarring, which would make the ICU more viable by itself. Like if your lungs get scarred bad enough you're stuck on EPP, your heart scarring would require an ICU machine that helps pump blood, for liver and kidneys, the ICU machine will auto handle dialysis. This would last the rest of the round (and maybe a few days or weeks or months after that if it's a canon injury.)
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Also, could tweak it so that long term use of the drugs to heal all the way will scar, surgery on severe organs without using the drugs first will scar, a non surgeon doing the surgery will scar, severe enough injury will require emergency surgery since the damage the organs are taking is greater than the drugs can keep up with, and thus the drugs just buy you time to surgery instead of stopping scarring. Meaning in order to not scar, you need a physician (or surgeon with physician knowledge,) and a surgeon, and possibly a pharmacist. Missing any piece of this equation results in scarring one way or another. We could also limit the amount of drugs available at round start so that saving more than one or two people requires a pharmacist. This also affects mass casualties giving the physician options to keep someone alive while waiting for an OR to free up, without it also straight magic healing the guy's organs all the way. Though considering how rare pharmacists are, it feels bad pinning so much on them existing. Maybe have a step by step worksheet for these drugs that physicians can follow to restock if needed?
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Scarring would still occur for severe injuries, though it would most likely require more than just one damaged organ. I would balance the numbers such that say severe heart and lungs will likely require scarring one of them with surgery, or requiring them to be on the drugs for a long ass time with replacement drugs from the pharmacy to get up to moderate first. I'd also be ok with causing scarring from these drugs, perhaps a function of how long the drug was in the system with a severely damaged organ. Short amounts of use shouldn't scar but if it took 5 minutes to get them out of the severe damage zone then yeah, scarring. This could be done with or without the rework. Would also be fun if we added a drug that does nothing mechanically but RP fixes scarring over the course of days. Add significant penalties for a scarred organ, like running putting you in Low O2, toxins building in system requiring dialysis, etc and have people come in off duty while recovering from canon injuires. Brain scarring reduces maximum brain activity. One last point, without the drugs, you can still do the surgery to fix, this doesn't remove doing surgery on severe organs, it just gives you options that don't also fully heal the organ in seconds, it would be no different than the current situation without pharmacists if you just don't make the drugs available at round start.
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Not sure what you mean by "nice drugs" but drugs are physician things, so locking them to surgeons makes no sense to me. The drugs are also there to compensate for not having a surgeon so locking them behind surgeons seems like a bad idea. Surgeons have the ability to fix organs with surgery so giving them the drugs too is just loading everything on to them.
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Scarring reduces the max health of the organ. Not sure what that does outside of making it easier to damage in the future. But I would say: If scarring truly is irrelevant then remove scarring. If we want scarring to be relevant, then implementing this could allow us to make scarring more harmful since scarring would only occur in emergency surgeries. Like have it reduce the functionality of the organ, scarred lungs make your BO drop if you move too much. There is also the issue that healing an organ with a regenerative is way faster and easier than surgery and still makes surgeons kind of useless with or without scarring.
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What this is intended to solve: Organ regeneratives seem too good, negates the need for a surgeon, but are required if you don't want to scar the crap out of people's organs. Why it's annoying: Basically, unless the organ is necrotic, you don't need a surgeon. Just inject peri GG. There's the theoretical emergency surgery, but the regeneratives (pneuma-adip) work so fast, as long as they have blood in them by the time the surgeon has them open the organs have healed. Now you could say, "but if there's no pharmacist." Ok yeah, but now everyone's got scarred organs simply because you didn't have a pharmacist, not because the surgery was a pressing issue. Here's how I think we could make it more of a skill based question, instead of a who was on the manifest question. Which drugs should change: Alkysine, Peridax, Pneumalin, Adipemcina. How they change: A decent supply of these drugs should be available in a locker at round start, they should be restockable by a physician some how (either a physician/surgeon accessible dispensor or maybe via Ops) The main change is that the drug will stop working normally once the organ reaches moderate damage. This should be slightly greater than the cutoff point for organ scarring if repaired. The main idea is inject the patient, wait till it's moderate and the patient is stable (you'll still likely have to apply EPP, give blood, dex, other drugs etc.) then hand them off to a surgeon. If the patient isn't stabilizing, it means the organs are taking too much damage for the drugs to compensate, emergency surgery and scar the shit out of one of the organs so the other drugs can catch up. At least now when they wake up you can say you had to scare their organs or they'd have died. Instead of now where it's "sorry I had to scar your organs, we didn't have a pharmacist to make peridax." If no surgeon, or both ORs are full, then things get fun. If you can't do surgery, IVing the drugs and keeping a low dose rate (simliar to how saline+ works) will do two things. One it will slightly heal the organ, allowing them to slowly heal out without needing surgery. Two it will restore some of the organ's functionality, potentially helping to cut off the cycle of a cascading organ failure. Note, Pneuma should have to be inhaled to fix severe lungs, and IV'd to go from moderate to full health. Peridax now only heals liver, kidneys and stomach. Alkysine still requires 85% BO to heal but will negate some damage at any BO. We may want to have the metabolism rate double if the organ is at moderate health and their above the "low dose" dose. This is so you can simply inject the IV at the correct rate and wait for the excess drug to metabolize out. We could have this damage the liver and kidneys (or the brain if peridax.) Tier 3 drugs can be invented to act the way the current organ manipulatives work for off ship roles or to compensate for poor medical skill. They could also be made by a pharmacist but should be a major time/resource investment to accomplish (or maybe require slime research or something.) We could add additional drug interactions to make it more interesting, like having reduced healing/negation or restoration of functionality dependent on pulse rate, Blood O2, etc. Or having one of the drug's effects not happen if another organ regenerative is present in some kind of rock paper scissors way. But this risks getting over complicated. Nitty Gritty Code Stuffs: The main idea can be summed up with the following variables: organ_damage_negation: this would be how much damage per tick the regenerative will negate. It needs to be tweaked so that it won't always win out. If the Blood O2 is low enough or there's not enough circulation from the heart etc. then all the regenerative will do is buy you time to surgery or maybe fix the other problems some how. We may need to split this into severe level and moderate level negation. Ie. it may negate more damage if the organ is severely damaged vs only moderate/minor. severe_organ_heal: This would be how much damage per tick the regenerative will heal if the organ is severely damaged. Needs to be tweaked with the negation number to find a happy gameplay medium. Remember we don't want this drug to always just heal an organ to moderate magically. If someone comes in fucked enough, they need to leave with scarred organs. low_dose_heal: This is how much damage per tick the regenerative will heal if it is in low dose and the organ is not severely damaged. This should be a tiny number to force people waiting for surgery (or if there's no surgerons) to lay on a roller bed hooked up to 4 IVs and think about their bad decisions. low_dose_restoration: This is how much of the organ's functionality should be restored when on a low dose. This may be percentage based, it'll heavily determine how a patient "claws" their way back out of a cascading MSOF if the physie can manage the dose. Something to keep physicians from just doing heart and lung surgery immediately upon getting the organ to moderate: Physicians doing surgery on organs should always scar them. We could do this by coding it for physies, or potentially, creating organ specific surgical tools locked behind a surgeon's access (wall locker in OR probably.) Physies can still do heart and lung repairs with ATKs but the scarring chance is high/100%.
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I can’t speak to the tajaran lore or how it fits, but he role plays well, especially war trauma, can’t wait for the pysches to try to break through prince tough guy anime MC bravado. +1 on roleplay and character, but I’ll let a tajaran lore master school him on whether it fits tajaran lore but he should pick it up fast.
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[Accepted] Kelnor - Command White List Application
Kelnor replied to Kelnor's topic in Whitelist Applications Archives
I have to admit the Donitz promotion was a mistake. I had a convo with the XO about it, I thought he was ready but he wasn't. The HoS of that round can speak to that but we've hopefully fixed that. I had no intent of playing Captain for about a year, and my experience so far since making the whitelist app has only reinforced that further. Sorry, I confused two different rounds. The HoS situation was the next round.