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Everything posted by Fluffy
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+1 either rework it as a ship to ship combat or add another antag mode that features ship to ship combat (including the ability to launch incursions to each other's ship and whatnot)
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Exactly why I was saying it as a bad example of how to play a cyborg That only applies if the antags are mercenaries or the likes, if the antag is a revolution or the likes, unless there's to choose between a head and an apprentice, in the eye of the cyborg they are at the same level, so the one most injured will take priority over the other, and both will be rescued eventually I'm not sure why the roboticist would be involved in this scenario? It's security on one side, antag(s) on the other
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I mean, it doesn't even need to be a mechanical thing, it can just be a RP-based feature When I play the cyborg and someone issue orders to do any and everything, I make it painfully slow to order and execute, I present the cyborg in whatever station and wait for instructions on what to do, eg. if I'm in medbay I'd park myself in the reception area and await to receive instructions of what to do, if I'm send aboard to support another department to medically support the security dealing with the antags I'd just park myself behind What is it? Want me to open a door you don't have access to to frontal charge the antags? Hold on a second... processing... oops sorry it looks like you don't have the authorization, I need the approval of the head to do that Got it and are charging the antags? Sorry I'm not a mobile shield, I'll stay behind and come to rescue you once you finish You are hurt but so is the antag? Well I don't make friendly distinctions, you are all station crew in my eyes, let me patch up the antag too, good luck~ (Of course those are examples, I adjust what to do and how much depending on how the round is going and what makes sense, if the crew is almost wiped out I'd not help the antags even more, it's an example to make a point) IMHO the cyborgs can generate a lot of fun and interactions, you can't really RP on their emotions or past because they don't really have either, but they can indeed spice up the round if played with the idea to facilitate generating interactions and events Throwing cyborgs under the bridge because some players like to play them as "show up, don't speak a word, steal everyone's job and leave" is IMHO not the way to go, many of the complains can just aswell be ported to the AI and its shell itself They have a reason to be there, can be played in a way to both facilitate and generate content and interactions, gives you a change in play style when you feel burned out by the normal characters socialization on the station, aren't that used anyways and can sometimes even help rebalance the round using the old military tradition of "creative interpretation of the orders", all of which could be even pushed more through the quasi-RP expectation set in the wiki and the lawset, and managed administratively otherwise if someone picks a cyborg and use it as a mobile all-access ID card shield or supermegauber worker that's gonna steal all your jobs My two cents
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-1 keep the roles separated, the surgeon should be invited to do anything outside the OR and the physician should hand over any surgery case to the surgeon, however I'd like to see that if either are missing, the other can cover, IE if the surgeon is missing, the physician should be able to roleplay trying to figure out how to do a necrotic organ repair, which will be non-canon it makes sense for someone to try to figure out a solution anyways, perhaps apply a substantial penality to perform any surgery step if the round has the surgeon filled, that should be enough on top to make it both RP, mechanically and rule-wise unwanted/frowned upon, and still keep the option open if you're the only poor soul running the entire medbay My two cents
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Maybe they have to "download" the knowledge from somewhere in round? Like you download software to do things, so you'd have a list of things you can do, maybe in a "tech tree" So you like, download the "engineering" general module, then the "ship reactor control", if you need to repair something you have to wipe the "ship reactor control" and download the "maintenance protocols" because you have limited memory available, and so on? Just tossing some possibilities to think of But I think removing roles is a negative in general, players that enjoy playing borg will either play less or be lost from the station if what they like is removed, considering how, in my limited experience, the station feels more often than not an abandoned station with entire halls of unfilled or unused areas, I'd reckon the very first objective is getting and keeping players, something which removing gameplay style possibilities seems antithetical of
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Maybe limit them to join only during low population then? Though I'm sure before we get a pharmacist, 10 people would have picked something else instead, be it doctors surgeons security or anything else that has more "fun/mechanic/things to do/how you want to call it", so having a robot that goes around doing what does not yet have a coverage seems like a good idea, i also had some fun interacting with borgs I'd like them to stay personally, with the detail that they don't go and do something that someone else is qualified on the station to do, unless asked
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I think if the problem is that the borgs "steal your job", it sounds fairly easy to fix with a new guideline, something like "if the role needed to address this issue is filled, do not address the issue unless ordered to do so" Someone is there? The player will address the issue, sooner or later It's the thousand time there's no engineers and we're all going out of power? Send the generic borg (maybe limited to 2 slots or so?) to start the reactor, or whatever else it might be that need to be done, but noone else in the appropriate department is doing it I don't know how many times the borgs have saved the day by making medications or starting the engine, their outright removal sounds like it would be for the worse
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Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
Sure, I have adjusted Ben as we discussed, I think he's acceptable now if you want to check (?) -
Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
Thank you, I have read them and the background as suggested (https://wiki.aurorastation.org/index.php?title=Background_summary) and made the following modifications: -> now Ben contributed to the development of a generic secret project during the interstellar war instead -> stasis imperfections, despite the best efforts, caused minor brain damages in the form of ischemia that caused the memory and delusion issues -> they only happen when he's bored (aka, not when he's working) -> he is now from the coalition of colonies, xanu; he was born on it in 2249 during the supervised era -> studied as a military doctor and was eventually brought in to work to the beforementioned project -> working on it along with the team, due to issues and fundamental flaw with the project theory, he got trapped in an intermediate prototype; while working on it, the system activated and stasized (?) him -> despite the presence and the help of the rest of the team, it quickly became clear it was impossible back then to wake him up without killing him with the current technology -> he was therefore kept frozen until the recent years when it was possible to attempt to wake him up, something that the zeng-hu pharmaceutical offered to attempt -> they managed to more or less not kill him, though that made some damage that they were not able to revert (see above) -> he was, at last, sent aboard the Horizon to be updated and trained on the new equipments, with the purpose of recalling him back once done and put him back to work on other projects that would - or so they hope - give an economic advantage and growth that would far surpass any competition Would you consider this acceptable enough? -
Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
Hi, yes, i read them, though not expert read as it was the roundstart -
Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
You're right for the first point, I'll continue to try as an intern For the second one... I think it has a point, it makes dead time funny, and does not interfere with work time, also you don't control it either, when he's bored he moves towards hallucinations, when he's not it does not happen, we'd call boredom a stressor that triggers it, if you want -
Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
And that's the learning i'm hoping to absorb, through mistakes, possibly on monkeys >You were only prevented from helping in that one case because it was a shrapnel removal surgery on the head while you had no gear or basic knowledge. I did, I believe, because I practiced with the doctor (was it you?) on organs manipulation and when you use the hemostat to take out the organ there's the option "remove foreign body", which I guessed would have removed the sharpnel, but maybe I'm wrong, though at the moment it seemed straightforward enough to attempt it with the EMS present and the surgeon in the next room in case of emergency >Regardless, you can not be delusional or have significant breaks from reality like you did. That part has to at least be managed so it won't happen. You wouldn't let someone operate on you or treat you if they might suddenly have a significant break with reality during the treatment. That... is not what this character does? He breaks from reality, but if you noticed, only when he's bored (aka: there's nothing to do), the beliefs of the delusion are anchored in the past (to learn the lore) or in otherwise non-relevant fields with what he does -
Player/Character Complaint || Fluffyghost/Ben Donitz
Fluffy replied to LordPwner's topic in Staff Complaints Archive
I'm sorry, I had to reply because it seems like you misunderstood the point, the point is that the character is, as the medical record states, delusional and with mosaic memory, the idea was that the character (to be used while learning) was the inventor (in the team of) the cryostasis (suspended consciousness with the help of the cold), due to the experimentations with cryostasis - also self inflicted - the mosaic memory was caused (but you couldn't know that because... you never asked) Maybe defining them would help explain: - Mosaic memory means pieces of memory that are loosely and unrefinedly connected to create a bigger picture - the past - Delusion is a persistent belief or set of beliefs held against all evidence The point of the character is that, after what he saw and did, he entered cryostasis himself and was awakened recently, then sent to the ship/station to learn the job and try to resume his normal life and, perhaps, contribute to new medical discoveries In regards to specific points, if you are interested to know the character... >Ben Donitz invented cryogenics He invented it in the sense that it contributed to the invention, in a team >They were a practicing Doctor (While being an Intern) He was a practicing doctor, before being freezed up, and was there as an intern to learn the "new ways" of the modern technology (mainly because I know other systems of other stations but not this one, so I thought the difference was less than this much substantial) >They knew nothing of 'modern 2464' times Not exactly nothing, but not very much >That there were human+Orango breeding programs (Two rounds before this one- after the event hosted by Read on 10/7/2022 or the round right after that. I assumed it was upwards of 300 years prior, not "two rounds prior", maybe this is my fault, sorry if that's the case >That they had killed 100's of people to invent cryogenics. The research required sacrifices with many lost lifes, that's correct >As a Doctor- they don't ANY of the basic chemicals, even after having multiple characters explain to them, their (being the chemicals) uses and where to get them. As a doctor of upwards of 300 years before, the chemicals of course change overtime, I'd like you to read medicine names from the 1700s and tell me what each does (though as i said i thought it would have been not so much different) - also I'd like to say that after a single round in which I didn't got the chance to even use them it would be surprising I'd remember the med names and what they do... maybe my memory is not as good as yours tho >they threw out odd terms, clearly nothing that was used or said on ship Yes... 300 years old terms... as expected from the character >ECMO for adrenaline Two different things, ECMO is to oxygenate the blood (what the IV drip in surgery do), adrenaline is a medication (inaprovaline would be the most similar here... and yes i had to look it up again) >tarcor for something trocar, it's used for embalming >already studied psych, just need surgical training Psychiatry, a subtle hint to look at my medical records for the odd things >they then moved to 'Physician' while learning nothing On the contrary, I moved to physician to learn, since I learn by doing, and in the previous emergency on the previous shift all I did was doing compressions basically >Just in the Game ID posted they killed two simple monkey jobs by missing the most basic of stuff, and had to be told REPEATEDLY to fix a wound, to get med out of a Nanomed. Monkeys that in the same exact condition the other doctor killed too, but that's not even the relevant part i believe, I was trying to find a logical connection of how to see what had to be done and create a mental, logical map of the steps, while I had a near-death monkey in front of me and you - which I appreciate for the help, and I mean it - jumping different topics faster than a machinegun shoots bullets, while i was trying to find a logical sense of what i was seeing and how the info connected with each other, while trying to remain in character >Now later into said Game-ID on top of being a Psychologist, Practicing Doctor, and scientist- They're also a soldier. No, wrong on multiple points: first of all not a psychologist by any means, the hint was that the character studied psychiatry (which is a field of medicine practiced by a doctor) and was there for the training, second it was a practicing doctor yes, but as mentioned before, 300 or so years ago, third it was not a scientist in any way shape or form, just a doctor in a team that worked on an invention, fifth it was not a soldier, it worked as a doctor in a military ship >That fought for the Solarians around 2260-2270? Never fought as explained above, and never gave a date for that battle either > But- this tells me- they want the invented cryostasis as canon- which argues all the other wild and insane stuff they talk about, ask about is also a 'canon' for them. No, not at all, as explained above > It really just seems like this character is a 'I'm everything and super cool, and forget your lore because I'm too old and badass for that' which just shatters immersion- It's not believable that the SCC would hire someone who clearly can't pass basic training for their job, can't pass a psych evaluation, and most important has prewritten job hindering disorders in their records. I'd reiterate again: it is intended to be a character to learn with, it is not badass by any means whatsoever as I think it should have been obvious by its inability to do most things, neurological and psychiatric issues, it's likely the most disadvantaged character on the station, it does not touch the lore too deeply because it was not there for most of it, SSC on the basis of his contribution in the past on a scientific breakthrough has sent it to learn the new ways with the hope of reusing him in other teams to invent new things (this is the reason he will disappear after having learnt the station)