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TeslaBeam

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Cargo Technician

Cargo Technician (4/37)

  1. +1 Excellent synthetic and all-around RPer. I have no doubt they'll bring something positive to the role, and I look forward to seeing it.
  2. While I am also curious about whether there are plans to change this, to this specific point: IPC revival is currently outlined here: https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics#IPC_revival
  3. Second most of these, particularly keeping RPEDs/parts, and adding internals tanks and reagent tanks (maybe add in an empty welding backpack, along those lines). -Other existing things to keep of note should be analyzers (cyborg for obvious reasons, plant/health for bot construction) and MMIs. -Expanding on the crates idea, different colors of crates could be neat (hydroponics crates, weapons crates, and the yellow crate the solar assemblies spawn in come to mind). -The advanced welding tool (not experimental, the ones engineers get at roundstart). I know you can just hack the autolathe for them, but it feels weird opening up the weapons/ammo inventory just for a slightly better welder. -Toolboxes of assorted types. -Toolbelts. These next ones are just spitballs, I'm not sure if they'd be any good: -GPS units (I don't think these can be built?). I'm not sure if building these would cause any issues, given all the ones on the Horizon spawn with a unique tag. -Binoculars. Might be a balance issue, given how few of these there are at roundstart. -Cameras. I don't know if they're orderable through cargo, but if they are, they probably don't need to be added here. -Hyposprays. I don't have the protolathe list in front of me so I'm unsure if these are already in, or if having the ability to print more is even wanted.
  4. I've never had anything but great interactions with Tones' characters, and they know what they're doing in Ops from everything I've seen. I'd be happy to see what they can do as OM, I have no doubt they'll play the role well. There isn't much else to say that hasn't already been said above. +1
  5. I've given this a lot of thought over the past couple of days. To put it bluntly, speaking as someone who almost exclusively plays machinist (and, perhaps, far too much of it), this is a difficult, yet important, problem to approach. I think this sentence sums it up best: This is really the essence of it. Machinists, both thematically and mechanically, are a patchwork of several different departments. You have the toolbelt and machine building capability of an engineer. You have the lathe and circuit production of a scientist. You have the prosthetic maintenance and pseudo-surgery mechanics that feel right at home in Medical. Of course, you have your own unique mechanics in the form of the mech fabricators, exosuit and hardsuit maintenance, and all of that good stuff. So, where does that leave the machinist? Despite the overlaps in flavor and mechanics, it really doesn't feel at home anywhere to me. I tend to think of whether a job belongs in a department by two metrics: 1. Does the job mesh thematically with the rest of the department? 2. Does the job need to communicate with the rest of the department over their communications channel? Will their addition to said channel benefit both the job itself and the rest of the department? If we can satisfy both of these, that is obviously ideal. Failing that, we should strive to satisfy one without flagrantly violating the other. Operations, as it is, feels like a strange compromise. A machinist really has little to do with the rest of Operations, especially mechanically. Yes, they fulfill bounties, but so does every department. Yes, they receive metals and glass from miners, but so does Engineering and Research, with the latter using essentially the exact same materials. While they are technically part of the supply line in the sense that they produce equipment for the crew to use, it really isn't much different from asking the pharmacist to produce a prescription, or perhaps more aptly, a scientist to produce an experimental welder. On the comms front, there's not much reason to be on the Operations channel. In my experience, most work-related exchanges are brief and largely superfluous, often the odd "hey, I did that bounty," or, "thanks for the stuff, miners," with maybe the occasional, "can you fulfill this order for me?" all of which can be handled over the common channel as with every other department. We see a lot of overlap with Research, so I'll ramble about that next. Once again, I feel as though machinist falls short of both of the aforementioned conditions. Flavor-wise, a machinist is not a researcher. You are not expected to discover anything new, or study a cutting-edge field. Any experimental tech you end up producing is piggy-backed off of RnD. There's not much reason to communicate with Research at all as a machinist, beyond pestering the scientists/RD to finish RnD, and if you really want to do that, you can just go bang on their window across the hall. They don't need anything from you, they can produce most things you can already. With that out of the way, I'll stop beating around the bush and get to the initial suggestion: Engineering. While it is true that the machinist fits in a little better thematically here, in the sense that they also work on heavy machinery, have access to a toolbelt and full suite of tools, and carry the ever-coveted insulated gloves, I can't help but feel they'd feel like an outsider. Engineers and atmos techs work on the Horizon's integral systems. They keep the lights on, the air in, and the structure intact. Their domain is the vital operations of the ship, and machinist doesn't fit into that in a satisfying way. I get this feeling that, were machinists added to Engineering, they'd feel sort of like an awkward little sibling hanging out with the big kids' group. Perhaps this fear is unfounded, or that feeling would fade away with time, I'm really not sure. This is probably my preferred choice for where machinists would go, all things considered. I think it's fair to touch on Medical, even though I strongly disagree with placing them here for one big reason I'll get into momentarily. On paper, a machinist fits in pretty well, though not perfectly. They can perform minor surgeries, like borging and internal/external prosthetic repair. They're essentially a surgeon for IPCs as it stands. They can produce prosthetics when needed, all good stuff. The reason I oppose this placement is the fact that Medical already has a delicate flow chart regarding their roles, and I feel as though too many machinists would try to force their way into that, harming efficiency in what is certainly the department that values efficiency the most. Surgeons can already repair prosthetic organs, and I can picture a situation where a machinist is hanging around the GTR, trying to follow patients with prosthetics around and generally getting in the way. Maybe a player more experienced with Medical can tell me that it isn't that big of a deal, but that's my gut feeling. TLDR; I dunno, maybe Engineering.
  6. +1 I've played a handful of rounds in Operations with Francis as the OM. They are a nice character to interact with, and they never ignore the rest of Ops or fail to communicate, even during hectic antag rounds. All in all, I don't have any complaints from what I've seen. Great OM.
  7. I have little to add that hasn't already been said. I haven't known Noble for the length of time many of the others above have, but I have interacted with them a fair bit since they joined Aurora. In the time I have known Noble and watched them interact with the community, I have seen them strive to be a positive, helpful force for those around them. If someone has a question and Noble is around, I have noticed that they are quick to offer help in an approachable manner, free of condescension. They way they interact with others is agreeable and generally friendly, and I don't think I've ever seen them even brush against rule-breaking behavior. They certainly seem socially intelligent and mature enough for the position, and none of this is to mention their activity on the server and willingness to contribute to the community outside of the game, both of which are important qualities for a staff member to have. I would trust Noble Row with the position more than most, probably including myself. +1
  8. +1 I haven't had a bad round with them as CE yet, they're a fun character to be around, helpful, and seem to know their way around the department.
  9. BYOND Key: TeslaBeam Character Names: Anica Kolar, Scarlett Weyfield, Ella Baker, Qika Wrel-Neq Species you are applying to play: Diona What color do you plan on making your first alien character: N/A 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: I read up a bit on Dionae while I was researching for my Skrell whitelist a while back, and got hooked on the species, their lore, and just how they looked. The concept of mindtypes, in particular, stuck with me. The idea of playing a few beings coming together to form a collective consciousness opens the door for a variety of nuanced roleplay. Especially so when the individuals within that collective have the potential to interact in different ways with each other, and with their surroundings. I think it would be very interesting to expand upon that idea with other crew members in a dynamic setting. Also, I like plants. Identify what makes role-playing this species different than role-playing a Human: Dionae are one of the more (if not the most) fundamentally different species from Humans. As mentioned above, you aren't playing a single individual in the conventional sense, but a collective. This means that, depending on which mindtype a Diona player is role-playing, they would need to change how they react to the situation around them. Often times, this will demand that a Diona behave in some way a Human wouldn't, and the player would need to act as if there were some form of internal dialogue between individuals within themselves as they role-play interactions out. Aside from this, there is the concept of Conditional Pacifism. While a Human character might actively seek conflict, or be outright aggressive for one reason or another, most Dionae would largely avoid it unless necessary. This may lead to different behavior when dealing with antagonists, but also during natural non-antagonist conflict, should it arise. Similarly, they might fear injury more than a Human would. After all, losing a Nymph is far worse than losing an arm or a leg, as they would lose memories and experiences along with it. Character Name: Tending a Rekindled Flame Please provide a short backstory for this character In the vast emptiness of Coalition space, the Nymphs that would compose Tending a Rekindled Flame would begin their story as part of a relatively small Trireme Colossus. However, there is little purpose or new experience to be found drifting through the void, so when the gestalt drifted near the wreck of a Hephaestus vessel, H-Z-63, these young Nymphs split off in the form of a Cyclops. Though this departure would instill Tending a Rekindled Flame with a sense of dull fear, they drifted aboard The Narrows, drawn in by the radiation of the exposed engine. Once they arrived, the young Coeus was quickly welcomed into the B-Block group of Dionae already present, and was assigned into the Maintenance crew. Due to their extreme youth, they adapted to form a Tyrannical Tune mindtype, in line with the majority of gestalts aboard the ship. Being a relatively late arrival in the restoration project, they were assigned rather low in the hierarchy, standing only just above the C-Block Dionae which would come later. Still, they found purpose in their new work and experiences, and the fear born of their departure from their Colossus would fade over the years spent on the Narrows. Though they were satisfied in their work, Tending a Rekindled Flame would also come to find ample purpose elsewhere. With the new wave of Dionae joining the Narrows after its restoration came a flood of fresh viewpoints. Chief among these, to this particular Coeus, was the concept of the Iron Eternal. Their experiences seeing the harmony between biomass and metal utilized to restore the Narrows rendered them susceptible to the faith, and before long they found themselves an augmented follower. Despite the diversity brought upon by the C-Block Dionae, Tending a Rekindled Flame felt themselves stagnating over the years spent on the Narrows. While they did not particularly mind the strict hierarchy, they yearned for further knowledge and experience, and found their static position unfavorable. Eventually, they requested a reassignment through Hephaestus, though they made the choice to remain a member of the Narrows crew, even while abroad. Accustomed to life aboard a ship, they were assigned to the SCCV Horizon's Engineering department. Despite their experience, they were assigned as an Apprentice for a short adjustment period, in order to learn from Engineers more accustomed to the Horizon's systems. Though Tending a Rekindled Flame has had no experience working with non-Dionae colleagues before their reassignment, they have integrated into the broader Hephaestus team with little issue. They have an amicable attitude toward other races, even viewing synthetics as equal due to their faith. However, they do experience some ideological conflict with those that fear or outright hate synthetics, such as those from the Nralakk Federation. Though, still considered a Coeus, they would take any measures to avoid physical conflict with these individuals. In all, however, they hold a sense of eagerness to gain more experience in their travels. What do you like about this character? I really enjoy the concept of playing a gestalt that has seen what the synthesis of Dionae and machine is capable of, as with the Narrows, and uses that to inform a wider viewpoint. I think the Iron Eternal faith meshes well with this background, and I'm excited to explore that further in game. Additionally, though they have largely recovered from their early Splitting Disorder, I like the idea of this vague longing for the Colossus they came from, and I believe this could lead to some interesting role-play angles in the future. How would you rate your role-playing ability? I think my ability is somewhere around average. I like to think I've been improving over the time I've been on this server, but there's definitely still some room to grow, particularly around my emotes.
  10. +1 Having played a handful of rounds in Science under Zhi Jiang, I feel comfortable saying they're a great Research Director. They are attentive to the department, always willing to help, and most importantly of all, they communicate often. I don't have any complaints about them as RD, I've only had good experiences. I'd love to see them stay in Command.
  11. +1 I've interacted with Broadsword a couple of times, and Eliza and Castile a fair amount more. I really only have good things to say about these characters, they're grounded while still entertaining to be around, and all around seem to be engaging and eager to help. I'd be curious to see how they handle a Command position, and I think they would do well based on what I've seen.
  12. +1 I've never played medical myself, but I have had the pleasure of interacting with Ren a fair amount over the months. Aside from impeccable knowledge of medical, they are just a genuinely well-rounded and satisfying character to be around. I can't remember a time I've walked away from one of Comrade's characters without feeling glad I walked up to them. I'd love to see what this player can do in a Command role, I think they would be a great fit.
  13. +1 I've played a few rounds in the science team under Sasha, and I have to say that Hunt is right on the money with their assessment. They are abrasive, stern, and very much your boss. Frankly, I believe this is an excellent character to head the department, not only from an in-universe perspective (the SCC would probably want someone harsh to reign in any unsafe behavior from the research team), but also from an OOC enjoyment perspective. It is satisfying to have some amount of conflict with your department head, because at the end of the day, they're there to oversee you, not to have a pleasant chat over coffee. Don't get me wrong, I have nothing against friendly Command characters - they can certainly be played well, too. But I genuinely think taking Sasha out of the RD slot would be a massive missed opportunity, 50n00b plays them very well in my opinion.
  14. +1 I've played a couple of rounds with this HoS now, so I feel comfortable leaving this. As someone who had the pleasure of playing security under Eimhir, they were very on the ball with managing the officers, and made sure to include each member in call-outs. I never felt left out of the situation while they were HoS, and I found them incredibly helpful. Would definitely like to see more of this HoS around.
  15. Apologies, on a re-read I realize I didn't fully answer question 2. As for cold or even hostile nations, Qika looks at them with more leniency than most of the Lyukal. In their eyes, these nations have often experienced great political turmoil, and in many cases, outright large-scale war, and it is somewhat understandable for them to make mistakes while recovering. However, to Qika, the fault still does lie with those who remain anti-Federation. In the DPRA's case, their lack of central authority gives rise to many terrorist cells, like the ones who conspired to bomb District 8. For the NKA, they are an illegitimate state that must accept the PRA's rule, lest their people remain split. And as for the Coalition, Qika believes they are far too entrenched in their attitude toward Sol, going so far as to balk at the Federation simply by association, and therefore obstruct wider cooperation across the Spur. However, Qika does not believe there is no chance for change, and each of these nations has a path to a better future through cooperation with the Federation, excepting the more violent elements of the DPRA.
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