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Fluffy

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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?
  9. 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
  10. 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
  11. 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
  12. 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)
  13. I appreciate your concern about this, I believe an emphasis on thoughtful analysis, even if it can take a bit more time and give some frustration in the moment, is overall positive in the long term; while I recognize that this approach can occasionally be overdone, I prioritize a comprehensive understanding of issues, as I believe that taking a bit more time to get it right is better than rushing to a suboptimal conclusion I would generally seek additional opinions and discuss the matter at hand in such hypothetical scenario with Trio and eventually with our headstaff to reach a conclusion I however do not believe it's likely for said scenario to occur, as if I'm engaged to mediate a dialogue between teams, the progress is already hampered and that's what I'm being seeked to provide assistance on, and likely Trio with me to tackle this blocker from the get go; likewise, I do not believe in an hypothetical scenario the time difference would be such that it would constitute a tangible hampering on the overall timeline of the project Ultimately, I remain committed to make this server the best it can become
  14. I would love to have a plan for this already, the truth however is that I'm not set on any specific one just yet, particularly because I would need to consult what the different lore departments would like and think about it, as they are the experts in their own domain - I would certainly much need their opinions and inputs on anything, as well as see if Trio even agrees with this idea to begin with, as he's the loremaster My thought at the moment would probably be something that focuses on things the SCC would be affected and involved with, and that would thus reflect on the ship (directly if possible); the Phoron scarcity rework would be crucial in setting the tone for this, I would however probably like to do something like the availability or lack thereof of goods and possibly even services, eg. some brands of tobacco inflating in price from the vendor or even be unavailable randomly, certain ingredients for the kitchen, things of that nature, are some things I can think of and seems fairly easy to make happen. Larger things require more inputs as above, however I liked the mini-stories concept like the one we ran with the pirates some time ago, and would love to have things like that happening more, perhaps the ship dropping by some planet/system on the travel to the next lore arc to deliver things to help for that mass shortage? Transporting a diplomat from eg. Biesel to Konyang? Casually passing by some emergency with eg. some SCC captain of another ship kidnapped by some pirates that requires the Horizon to stop by? Or perhaps "casually" stumbling upon another SCC ship hailing for emergency that is being boarded by hostiles trying to steal it and the Horizon have to figure out a way to either help the ship not succumb to them, get the ship back, or at least not losing it to the hostiles? They seem to me pretty doable, soulful and relatively easy things to do I would say right now, the most easy example I can think of would be Konyang, after the IPC virus I would imagine a deeply wounded and extremely divided society (and planetary politic), spanning from those that try to forgive the IPCs ("It wasn't their fault, it was the virus") and move on, all the way to some faction that would made the most staunch Dominian proud ("Abhor the synthetic, disassemble them all"), passing by the various spectrums of the "ifs" and "buts" ("It's not their fault, but we need to make sure it never happens again, implant them with centrally controlled explosive devices / install EMP generators across the planet / we need to develop a positronic antivirus software, just look at the untapped free market this has just induced demand of, and it benefits us too / give them short lived batteries and all recharge stations can be disabled remotely so if they go rampant again we just wait it out until they run out of charge / etc.") That's not to say that every planet needs to be diverse either, mind you; for some planet, being uniform can be the being different, compared to other planets
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