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Fluffy

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    fluffyghost

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  1. My opinion on IRs is almost completely negative, for the following reasons: 1) You can only lie to defend yourself or choose not to comment, at which point we might aswell hand out the logs if all I have to do is telling you what happened or just say "nuh huh I'm not talking" (which also means you know the person isn't innocent, otherwise why would I refuse to comment, I'd just tell you the truth). How this rule isn't an OOC-in-IC influence/consideration is anyone's guess, because to me it looks very much like it's breaking the OOC-IC separation if you can't even lie to protect your friend/boss/whatever. My suggestion on this: You can lie, but only to defend someone, aka you cannot lie to have someone punished, only to avoid your friend/colleage/boss being punished. If you get caught lying, you get punished for lying too, so it's not risk free, prisoner dilemma etc. etc. 2) The punishments are just boring, so there's no fun to be gained by them, for what I saw, it's either "you got a fine and some retraining" (noone cares), "you are demoted to play something you might not like to play and if you want your character back you better play it" (not only boring, but antithetical to an healthy environment to have someone forced to play something he doesn't want to, with a character hostage) (possibly I misunderstood and you just need to pretend you did that job for X time, but still not fun either way), or "we have just deleted your character, sorry" (this can be fun, depending on the circumstances, but I don't think it should be available outside of events and/or with the consent of the playing player to do so). My suggestion on this: I want the SCC to be more dystopic ICly and less fun police OOCly, demotions and deletions have to be agreed upon or spurred from canon events, introduce fun punishments like idk shock collars if you assault someone, that said person can trigger (with reason) if you try to do it again, loyalty implants, I don't know I'm just spitballing here, but fun things. 3) I remember someone (I think Bear?) once said something on the likes of "if we don't punish these things ICly we'd punish them OOCly", I don't think I can put into words how wrong it felt to read it to me, I don't think this tool/thing should be used to punish people, we have moderators for that, it should only be an extension of the gameplay fun, I think seeing it in the optic of "punishing people" is disheartening if not outright concerning, maybe I misremember something about this because I still feel incredolous by just re-reading this, but I am fairly convinced to remember this thing, that's the moment I changed my mind from CCIA as per current use/implementation just not being something I am interested in engaging with, to it being a detrimental factor for the server. My suggestion on this: Don't. IC only, for fun only. 4) Complete opacity, we do not know what happens with other characters IRs, I think this sealing makes them less interesting as we don't OOCly know what happens with them. My suggestion on this: Make the outcome (OOCly) known, ICly not known, like the report themselves, and the interviews and relevant documentation too. 5) Your trial happens secluded from all sights, and you can't participate in them, nor really be defended. You just give an interview answering some questions and you get an email later possibly saying your character is being deleted (see the point above). My suggestion on this: I heard a good argument (also from Bear) that doing a process kinda thing would be heavy on the CCIA team, and as much as I'd like them with lawyers and all, I understand his concerns/point on this, I'd however like to have it as an option for major crimes or similar, eg. combining it with my points above: "Yes, I am ok with my character being deleted for this, however I want a public trial" kinda thing, I think it's something that would both benefit in terms of canonicity (something canon to do), fun, and rare enough that it wouldn't be heavy on the CCIA team to do. I do not know the details and they can be discussed to see what would work for everyone, but some sort of trial option happening once in a while would be in my opinion a nice addition. Corporate lawyers also often exchange emails etc. for minor things, maybe have the option to have someone playing a lawyer character and negotiate etc. with CCIA (via the IR thread, pretend-be email)? That seems another possible avenue for this. I possibly have other ideas, but that's what I can muster to remember about it at this time (6AM local time), if I recall more, I'll add them later.
  2. How is the player supposed to interact with this, though? You don't have access to centcomm as a normal player
  3. The OM has no reason to know how to operate the AI either, and I'd rather bring back the machinist to Science over this Voting for dismissal
  4. As far as I know, comets are kilometers to tens of kilometers large, a comet hitting the horizon would result in the horizon not being a thing anymore to a level nuke ops could only dream of
  5. While I can see myself support this, it would be by converting one of the BCs to a trainer role (not adding more slots) or as an alt title on the likes of "last year in certification intern pilot" kind of thing
  6. I had the same idea as Shimmer reading this, giving them the jaws of life is like the firefighter tool used to crack open the car door to pull someone out; for the door fixing part, it's an emergency situation (you're not expected to break open every door outside of emergencies clearly) and frankly there's essentially no airlock that couldn't simply be left broken because it's needed, and it's gameplay/content for engineers so I don't see an issue with it
  7. Opposed, I do not want Yet Another Faction That Is Kinda Like Every Other One But Slightly Different™, especially if we have to neuter them even more - It's one of the few factions that truly feel different from the miasma of the other 547 "technically different on the wiki" ones, and we don't need more of those
  8. Forgot to say, this is added, it's not an envelope, just a paper, but I think it does the trick. The room is also now bigger, though as mentioned before, atmosia has all it needs to pump the drive, fine tune the jump distance, and the likes, inside atmosia itself, the most efficient setup is to pull two lines to atmosia, use the mix tank for the moderator gasmix, combustion chambers for heating it for higher efficienty or cooling system for faster refueling between jumps, and math to figure out how much you need of what to end up where. This also ensures it's possible to move the Horizon when no BC/Captain/XO is present, and gives atmos techs something to play with, as it's essentially the only thing to do outside of burn chambers and refilling breaches / fighting fires or gas leaks. The final upgrade is, and will always be, two pipelines to atmosia. I might consider something to better cool the gasses at some point. The INDRA can be used to produce gasses to use to push the drive, so engineers can cooperate in driving the drive, too.
  9. The idea isn't to put it there, it's that you pull two pipelines to atmosia and do that there, if you want to make it efficient; you have the mix tank to connect to, where you prepare your mix, then send it out to the BSD for consumption I will consider this It essentially cannot do that, shutting down the reactor or after at a jump completion deletes the singularity, and aside from purposefully feeding it, it's not at a stage where it would eat anything but a turf and maybe someone standing on it, and would extinguish itself afterwards autonomously I will not consider this, as it would make it trivial to have it running with a line of canisters at a hat's drop to dodge ship to ship combat without any pre planning, which would be quite a pain in the ass for third party ships and arcs alike I was about to say it was a funny emergency source of Phoron to fuel it, but apparently it gets deconstructed to gas form instead of sheets, so they are getting replaced already
  10. You'd think so, but I've seen ten minutes spent on just seeing who is part of the expedition, and in a round which is ~2 hours long, the first ~50 minutes of which are just of general preparation for most departments, it's not that small of a time investment to... Let the bridge know? What is this supposed to add, exactly?
  11. This would make departing take even longer, and much like the paperwork form, doesn't add much entertainment value to the game, for what I can see
  12. There will of course be pieces that do not have a direct impact, and are still needed to build other pieces that do Some level of this is expected and good, eg. in your example the macroeconomic of the spur is needed for the teams to know how to approach the economic side when writing other things; I think for those, it's important to simply mark it as such and try to keep it straight to the point, so whoever reads it know it's more of a "here is a general idea of how resources move across the galaxy, unless you're writing something for us or making a character that do resources trading you probably don't care to read this" If we're talking of mostly self-enclosed things, eg. picture a "Dorn spent the summer recession in the mountains, possibly with an extramarital affair", I'd mark it with a "tldr Dorn spent some time in his mountain residence for the holidays, tabloids suspect extramarital affair", so the readers can keep an idea of what happened without having to read a pseudo-article on something that most likely won't matter to their characters until much later when Dorn sign the "IPCs aren't people but tools so I definitely didn't had an affair" proposal into law (I'm spitballing an example off the top of my head) Of course, not every debate is worth having, I think it's however important to understand that the value of a debate isn't only contained in the conclusion Seeing a debate only as a way to get something is a relatively modern and flawed way to conceptualize it: since we're both 40k fans, and to draw some loose comparison, it would be like reading 40k lore with the only interest of knowing if humanity survives, and getting frustrated while reading the siege of Cadia because it's only a single planet so it doesn't really matter if it stands or not and yet we're reading about it for hours; It would be like playing The Last of Us to know if humanity finds a cure for the virus and be annoyed that Ellie keep talking and slowing you down from reaching the laboratory A debate is just as much a tool to ensure everyone understand why something is being done (or not done) a certain way, it's a tool to combat bias, it's a tool to ensure everyone can be equally heard, it's a tool to explain and internalize explanations, and so much more Not every debate is worth the time it takes, and some discussions may not be productive. But the value of debating goes beyond just finding answers; it’s about understanding the reasons, challenging biases, and ensuring all voices are heard, it's time spent on introspection, and so much more than merely answering "ok what we do?", and should be weighted on all those things (and more) too. The ability to debate, to reason, of introspection that it brings, are considered cornerstone qualias of the human experience, from Aristotele to Descartes to Kant; reducing debates to mere decision-making tools doesn’t do them justice; it overlooks their deeper role in fostering understanding and critical thinking I realize this is more focused on the question's premise itself, but I feel it's important to be cognizant of the differences in assumptions that we make when discoursing; while it might seem time-consuming in the moment, this approach often saves time later by preventing issues from arising due to a lack of clarity or buy-in That said, I’m always open to refining how we handle these discussions and your concern is totally valid from a practical standpoint, so should I be choosen, I'll make a conscious effort to streamline discussions, use a more structured point by point resolution strategy to gradually progress the debate where useful, and close the debate should it look unlikely that keeping the discussion open will lead to my opinion changing, but I emphasize to be mindful that the evaluation of how worth a debate is factors in a lot of other things besides the outcome of it Ultimately my goal, here and in other management positions I had both professionally and otherwise, is to foster an environment where decisions are well-understood and well-supported, and where every team member (and user) feels heard; I’m committed to finding the right balance to help us achieve that Devs take flak essentially around the clock, since players are essentially forced to have to interact with what we develop that's expected that they'd have opinions and/or grievances either way on things that are present or absent, how they works, what they do or doesn't do, and so on; it's also more difficult than lore I believe, because it's a live environment with a lot of constrain (technological or otherwise) you have to work with; It can be demotivating at times, but it never stopped me from developing, so I don't think it would in the lore side either I don’t join a team with the intention of leaving, so I see myself staying in this position for the long term; as long as I’m enjoying the work, I see myself being in this position for a long time To a large extent, I'd say; The lore should be engaging as it provides the foundation, the pathos, for why things are happening gameplay wise, while the gameplay is the focus of the game (we're a SS13 server, and a game, for a reason, after all) But I'd need something more specific think about for this, because non-canon situations are good and ought not to reflect the lore for example, so, It’s a case-by-case evaluation, and the guiding principle should always be: whichever approach makes the game more entertaining. the goal is to maintain a balance where lore enriches the gameplay without unnecessarily constraining it
  13. My idea here was that you would have two safety, the two ring of shields are connected to two PSUs so in the event one fails, you aren't in the SINGULOOSE scenario (assuming you enabled both), and to avoid people from smashing around the room too much by mistake I think both can contain the singulo, the inner ones can be disabled by turning off the bottom PSU which feeds the emitters that feeds them (in the configuration that you saw in the event) I'm not sure on the room design, I thought it would have been fun to have the double blue ring and possibly a "CHIEF ENGINEER GET DOWN!" moment as someone turns off the inner shields from the bottom PSU and launches to the upper PSU to turn it off and release the singulo, but we went with a low intensity event so that never happened It's the same effect, with the difference that it now works, the previous one was broken, I updated it to the updated Bay version (basically set the rendering plane, an opacity and the addition method iirc), possibly the opacity is set too high and that's why it seems more rudimentary? Not sure. Both of these idea (or at least, iteration of) are in our project RFC document at the moment Reliability is an idea in the RFC document too, anomalies at the moment not really sure what to put there, I liked the phantom mobs (and we had it already in previous bluespace jump iterations) but it got removed because it makes no sense and it's not a warp-drive bringing us in the immaterium refueled by assistants that will die in the process like WH40K demands
  14. Thank you everyone who participated in the first field test of the bluespace drive! Now that the veil has been lifted so I won't have spoiled the surprise by doing this, I am opening a project thread for suggestions and discussion of the suggestions about our new bluespace drive To highlight some points: It needs a name, "HAMMER" is already used by another drive It needs a co-inventor, "Tigard-<someone>" It possibly can get some flavoring of the jump announcement Additionally: The one you saw worked by using any gasses, which is soulful for the atmos techs, however it needs to remain clear that its main fuel source is Phoron and it needs it to run (that's quite literally one of the pillars of the setting); we have some ideas on how to tackle this without necessarily stripping the atmos techs job too much (IRT this engine) but I'm open to consider more suggestions It can enjoy more mechanical soul, eg. at the moment on the table there's the change of the background image in space, possibly having orbs appear around the ship, maybe some bluespace anomaly chance, and other things up in the air, but as above I'm open to consider more suggestions and ideas on this (I'm probably forgetting something already, and if so I'll post it somewhere by editing this or placing another post)
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