Jump to content

TeslaBeam

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by TeslaBeam

  1. 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.
  2. +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.
  3. 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
  4. +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.
  5. 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.
  6. +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.
  7. +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.
  8. +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.
  9. +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.
  10. +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.
  11. 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.
  12. Thanks for the response. 1. I would say it's less resentment, and more a sense of disappointment. Qika would still view the Federation as a net positive for the Skrell, but they held an ideal for how everything worked when they were younger, and that ideal hasn't exactly matched up entirely with reality. Particularly, they believe that, while conformity is important, the degree to which the bureaucracy punishes going outside the lines is slightly harsh, even to the point of stifling scientific progress to a degree. However, they recognize that they are just one voice, and that the Federation has been around for a long time, and has been guided by wiser Skrell than them. Qika still holds love for the Federation, and they wouldn't express these views very openly. 2. While they believe the Lyukal to have served a very important purpose during the reign of Glorsh-Omega, Qika believes that their modern counterparts have little in common with the old Resistance, and have largely lost their way. While Qika looks upon the Oqolk-Kora more favorably due to their non-violent methods, believing they can be peacefully re-integrated into broader Skrell society, they believe the group is still misguided, and their efforts are dangerous to the Federation as a whole. As for the Plurqh'Quq and the more radical elements of the Raqa'Nuul, Qika believes that they must unfortunately be stamped out, as their methods are too violent and disruptive to Federation to justify a softer approach. Qika would know too little about the Qranqi to have an informed opinion about them. 3. Being a Symbiosist, Qika views the other organic races amicably, believing that each have their own potential to contribute positively to the Spur, albeit to varying degrees. They view Humanity as a civilization that hasn't reached their full potential yet, being too fragmented and prone to violence. They believe Tajara, and particularly Unathi, are worse off in this regard, and have a great deal of development and change to go through before they can reach a more productive society. However, Qika realizes that these cultures place a greater emphasis on individuality (possibly to their detriment), and tries to judge each member of the species they come across separate from the whole. In much the same spirit, Qika views the Vaurca as a net boon to the Federation. While they are uncomfortable at best with the Bound as a whole, they respect the C'thur Hive for their contributions and generally positive attitude toward the Federation. While they have minor qualms about the way hive-cells are grouped in the Social Credit System, they are largely satisfied with the C'thur's integration. While Qika still feels positively regarding Vaurca from other Hives (with the noted exception of the Lii'dra), they feel slightly less warm towards them, both due to unfamiliarity and a sense of missed potential due to their distance from the Federation. As for the Dionae, Qika views them in very high regard. They are endlessly fascinated by the collective nature of their biology, and believe it works to the Diona's benefit, allowing them to be more naturally predisposed to cooperation. Qika even believes that, while the Federation is generous to Dionae as a whole, there should be more relaxed regulations on the species, particularly those from the Conglomerated Choir. This is due to their belief that the Dionae have largely proven themselves as loyal citizens since their assimilation into Federation society. 4. While Qika holds no hatred from Skrell born in other regions of the Spur, they do view them with a form of pity. In their mind, without the structure of the Federation, Skrell are too scattered and fragmented to fully develop, and may not perform in their lives as well as they otherwise could have. Even more tragic to Qika are those Skrell without a community of other Skrell, for they will have grown up without feeling the comfort of a psionic collective. They would likely treat a non-Federation Skrell respectfully, but with an underlying sense of sadness toward their circumstances. 5. Receiver. 6. They are generally wary of synthetics, particularly positronics and AI. While they would not share the same hatred or outright fear older Skrell might have, they would certainly be receptive to the lessons taught to them. However, they are able to work alongside synthetics when it is practical to, especially with their recent employment under Zeng-Hu. While Qika is not completely satsified with the arrangement, they recognize that they have essentially no influence over whether synthetics are used in the megacorporation, so any protest would only serve to jeopardize their work. 7. Yes, they will be a xenoarchaeologist. 8. Though Qika is certainly no politician, they still hold strong views regarding some of the more major recent events. The collapse of Sol was seen by them as a tragic, but inevitable fate, owing to their relatively violent ways, and extremely fragmented populace. They feel similarly regarding the Coalition in its recent troubles, believing it is only a matter of time before it splits entirely, and horrific wars sweep the colonies. Curiously, they watch the fledging Republic of Biesel with cautious optimism. Though its population is too diverse in culture, and its laws too lax, Qika feels they display a strong sense of unity. Perhaps, given a few centuries, they believe the Republic could develop into a force for good in the Spur, resembling the Federation in its own way. More worrying to them, however, is the looming threat of phoron scarcity affecting the Spur. While the implications terrify them, Qika believes it is a problem that can be solved only through diligence. There may be some yet-unknown chemical compound that can act as a substitute for phoron, though the tragedy on Mars dulled much of the hope for this. Maybe a reactor could be developed that utilizes phoron far more efficiently, greatly reducing need. Or, perhaps, the answer lies somewhere in the stars, waiting in some long-forgotten ruin, however slim those odds might be. Whatever the solution, Qika tries their best to hold optimism for its discovery, despite the grim circumstances.
  13. BYOND Key: TeslaBeam Character Names: Anica Kolar, Ella Baker, Scarlett Weyfield, Xayaa-kis Kezhik Species you are applying to play: Skrell What color do you plan on making your first alien character: Red 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: There's a lot to love about the Skrell. Aesthetics aside (which I love), there's so much about their lore that I find appealing. From the stiff, bureaucratic federation with its bizarre Social Credit System, to the mystical Nlom and Srom, to their unique long-form psychology and straightforward sense of humour. There's a great deal of opportunity to dive deep and fish out some good roleplay. If I had to pick out one thing that really drew me in to begin with, it would be the Srom. The idea of a psionic dream world is just too cool. Identify what makes role-playing this species different than role-playing a Human: There are plenty of key differences between playing Humans and Skrell. As mentioned before, they have a different way of viewing life, owing to their longer stages of development. While a Human might make decisions that lead to immediate gratification, a Skrell will think of the longer-form consequences. This will, naturally, lead to a divergence in roleplay between Human and Skrell Characters. In addition, there are more subtle differences, such as the relative lack of facial expressions, use of slang, and complete lack of gender. All of these characteristics combine to make a distinct type of character which will behave quite differently from the average Human. Character Name: Qika Wrel-Neq Please provide a short backstory for this character (Approximately two paragraphs) Qika had always found meaning in the cosmos. As an Axiori from Aweiji with no Qrra'Myaqq, Qika was raised almost entirely on the sciences alone. They found an interest in the stars early into their juvenile years, and dove enthusiastically into the Qeblak faith. Such was their dedication, that they were permitted to take their coming of age ceremony at the Wonqio Monastery, where they made their Qe'Naho proud with their performance. As for education, their passion for the subject matter far outpaced their patience for the minutiae of a balanced education, though this behavior was quickly ironed out by their Qrri'Myaq. After decades upon decades of perseverance, backed by an unending thirst for knowledge, Qika left The Gliutip'lyaz University a Qu'vesi, having focused their studies on archaeology and history. Following their education, Qika engaged in a brief stint as an archaeologist across Federation space. However, before long, the insidious call of responsibility reigned them in, blunting their passion. They returned to the Homeworld, taking a comfortable position as a professor, and even forming a Quya with their closest friends from their Uyi'vesi days. However, they quickly found sedentary life unfulfilling, and fertility issues left them without offspring. After a few short decades, the monotony of a stable life set in, and a general dissatisfaction with a lack of legacy reignited a nearly-forgotten passion for exploration. Qika left their stable life in the Federation behind for the greater Spur. Qika's accomplished academic career, outward support of the Federation, and steadfast devotion to Qeblak have secured them a comfortable Social Credit Score of 6.12 at the age of 173. However, their insatiable wanderlust, inability to reproduce, and unwillingness to commit to a bureaucratic position have kept them firmly out of the Primary Numericals. Despite this, they have found opportunity to advance their knowledge and career where they can, most recently by joining the Tuz'qlip Researchers. Though Qika often feels a sense of unease working alongside Zeng-Hu's significant synthetic workforce, they are nonetheless excited by the prospect of exploration and discovery afforded them by their new posting on the SCCV Horizon. What do you like about this character? I like the idea of a Skrell that, while still deeply loyal to the Federation, still has an urge to leave and see the greater Spur, while chasing some great scientific accomplishment that will win them lasting respect back home. Someone who almost fits into the ideals of their society, but has some amount of eccentricity that pulls them just away from being a model citizen. I would be very excited to explore this angle through natural roleplay, and develop them as time goes on and as they interact with other species and cultures. How would you rate your role-playing ability? I would say I'm okay. I think I'm pretty good at getting "into" a character and behaving in a believable way, but I struggle at the "small talk" aspect of roleplaying. I'm also working to improve the frequency/quality of my emotes.
  14. +1 I've played some bridge crew rounds with Jennavia. They're knowledgeable about the position, and always professional and helpful. I think I've seen them go up to an interim Command position before and perform pretty well, but that was a fairly chaotic round so I didn't get a great measure for things. Either way, I'd like to see them in a more permanent Command role. I think they'd do great based on what I've seen.
  15. +1 I was also part of the maneuvering/gunnery drill they organized. Malika was very professional and helpful, had useful tips, and was all around what I would expect from a good member of command. I would be delighted to have them as XO on any shift.
×
×
  • Create New...