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Duthco

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  • Birthday December 19

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  1. Do we already have head mirrors? It'd be a hat, I'd think. https://en.wikipedia.org/wiki/Head_mirror IRL, you'd use it + a bright lamp to get a clear and unshadowy view of nasal passages/ear canals/throat. They're a bit obsolete, but so are fax machines.
  2. Best of luck and take care out there!
  3. There have been many very good and thoughtful points made throughout this discourse, and to many of them, I've not much of substance to add at this time. Instead, I've a few comments on some different ideas mentioned. They are unfortunately rather longwinded and disparate thoughts that don't have good segues among them. But, as an overall sentiment, I think it would be nice to see other means to give characters a greater depth of canonical presence beyond a death notice or the rare commendation. I think this kind of thing, something like an exhibit in the library that a curator/librarian could use as a prop to tell the canonical stories of the Horizon to players/characters who weren't around for them, but live amid the consequences, (and might rather learn about ICly), would be pretty neat. I think what's said above gets at something deeper and more foundational than what is directly touched on in this thread and in the request for a "Crew Memorial", while they are both indirectly yet intrinsically tied to it. Most certainly this is but a piece of the broader picture, but one underlying theme is a desire for player self-efficacy and/or agency, in change in the game universe, as Evandorf said above. (Note: self-efficacy is one's perceived agency.) Moreover, the thread I see underlying the desire for recognition of either death or achievement is the desire to observe the ripples of a character's impact on this great semi-persistent improvisational work to which we all contribute, and moreover, a desire that those ripples be allowed to propagate as far as their momentum would naturally carry them, rather than see them dampened after ~2 canonical-hours or when the next arc starts. This self-efficacy is most easily observed in CM-style combat-heavy rounds, where characters "kill the bad guy(s)", leaving in their wake very obvious consequences to their personal intervention. I think this may be a contributing factor to why these sorts of events are very popular; you readily feel like you've made a difference. However, I don't think that kind of dopamine hit from perceiving one's own agency in the setting necessarily demands winning the day in a high violence situation or personally "saving the entire Spur" as much as it demands, more broadly, the world reflect the fact that the character lives in it. It is reflected in mundane things perhaps more so than the extraordinary: a character's reputation among their colleagues, authoring a text submitted to the library, creating a drink that others will remember, and perhaps even make and teach to others (a meme in the semantic sense), etc. I think it also means to find a meaningful death. To have one's story be told, staving off that second death, and chase immortality in the little ways... I might be romanticizing it a little more than many might be thinking of it, if character agency is a direct concern at all. At the same time, from my armchair, it really looks to me like a significant piece of the puzzle. Others, who have been around far longer than I, have discussed at length throughout this thread that it has not historically been the desire that individual players have significant agency over the outcome of canon events, which is the prerogative of the showrunners. But what is ultimately being asked, it seems to me, is only something for which that provides a great example, but is not in and of itself, it, that which is I argue, a more foundational desire for a character leaving the world a little different for having lived in it. Actualizing this in high-stakes/high-violence events, I don't think necessarily precludes the preference for group activity out of anti-desire for individual event-protagonists. As was said by others, I think just naming names of participants in an article/SCC Bulletin, not even hailing them as heroes per se, but noting them as people who were there, might help to that end. If I haven't said elsewhere, I would add my voice to the chorus indicating that I like small-scale things, especially ones that need not necessarily turn violent, as long as the situation has the potential to matter at some point in the future. It doesn't even have to, but I would want it on the ever-growing list of things that a storyteller, be they an antag, a writer, or participant in the proposed Mission Briefing, could use moving forward. All that being said, sometimes a bit of a bottle episode, or something very low-scale that the participants will remember, but the broader Spur won't notice, would also be nice. Regarding low intensity events, violence is not the only source of conflict that I find compelling. I don't personally need violence in every scene to find a story engaging. At the same time, there is much to be said for a credible threat of violence as a storytelling tool. I've yet to encounter anyone of mind with "Old Lore; Don't Care" or similar sentiment, but since it is mentioned as a concern by several here, I am left to assume it is a sentiment held by at least some. I rather wish this weren't a sentiment held, or if it must be, one not expressed. It's callous and disrespectful to the writers and characters for whom that lore is relevant. Regarding events and arc continued relevancy, I think they should be relevant for characters and situations for which they're relevant. E.g., I can't really fathom how folks from Konyang and IPCs are going to forget this arc, and while the Horizon will eventually be many lightyears away from Konyang, and the events aren't immediately relevant anymore, those present would generally remember and reference it as necessary, I would think. Also, who can say what the future holds? This arc, with the involvement of Purpose, made direct reference to another, older arc, which, reading up a little, helped inform how I wanted to play my relevant character's orientation to Purpose. I think people's attention regarding something like this has a natural tendency to attenuate inversely with proximity, especially when something else captures the public imagination. I think it's natural and expected. I don't see how that could be reasonably used as justification to be a dick to people who still remember or want to talk about older arcs, that, as I understand, remain canon history. (I realize this was the third discrete post I've quoted by the same author. I promise I'm not trying to pick on you, Dreamix, you just said a lot of thought-provoking stuff.) Thanks for your time.
  4. When I think of Tomix/Jamari, I think quality. Quality food, quality conversation, quality characterization, I've not a single doubt that Tomix will bring the same level of care, effort, and style to frankly any species he would approach playing. +1
  5. I fully support this as someone who plays characters who use the piano in the Dining Hall in different ways as means of development and characterization. I would note in regard to the concerns of abuse [of the instruments] as expressed on the GitHub page: Were someone being a nuisance enough that crew would complain to Security about the matter, I would think it would be an open and shut case of i105, Hooliganism, for which confiscation of the instrument would make for a pretty simple IC resolution. Additionally, there is a piano in plain view in the Dining Hall, the abuse of which I've yet to witness. (Not to say it is impossible and may very well happen in my absence. Also, while it is true that a loadout item is more likely to be abused in the ways expressed, a public fixture, like the piano, I would think, would serve as a bit of a barometer for propensity of abuse.)
  6. From what it sounds like, it reminds me some of a Vitality-Wounds rule variant. I know for sure D&D 3.5e had it, and so too did a d20-based Star Wars system I played for a short campaign. The little bit of digging I've done, seems to suggest Pathfinder has/had it as a rule variant as well. If memory serves, Here, Vitality is a PC's Hit Points, and then additionally you could sustain Wounds up to your Constitution score, and then after, you're downed and making death saves. They are functionally one pool of damage accrued, but the way it was explained to me, (a long time ago), Vitality was like your ability to parry and dodge attacks, that kind of thing, and then you take Wounds once that'd depleted, or an opponent crits on you. It made for some flashier fighting that still offered very real and present threats to PCs. Vitality refreshed the way HP normally would, and I think Wound points took longer to get back, at least the way we did it. The ruleset described in the OP sounds like it would graft very well onto some form of a Vitality-Wounds health variant. For sure it's a neat take on a varied health mechanism. Like say PC1 is downed, making death saves, and was already down all of his Vitality, he'd get some Vitality back from his successful death save, but still has those broken ribs and dislocated jaw, but maybe he can get out of the way of the baddie that hits like a Mack Truck in time to survive the encounter, or could play dead long enough for the baddie to move onto someone else. Like it gives downed PCs more options, which I think is generally a good thing. Neat idea!
  7. In repeated interactions through a handful of different characters, I have never known Ren Hartfort to be anything but a stalwart of quality from flavorful interactions to the programmatic work by the good doctor himself. He doesn't simply fill a role, but plays a character with ideals, goals, and purpose. I've every faith that NM would bring the same level of quality to his Tajaran, as evidenced already by the application's content. +1
    I was only in for part of it, but what I saw of the map, was beautiful. I particularly liked the fireplace with the log fuel and rekindling mechanic. Very cozy.
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  8. To what was said above about the SM lines, our SM engine is a type of Thermoelectric Generator (TEG). The gas put into the lines is there as a medium of thermal exchange, not exactly as a fuel. The electricity used to initially energize (via emitter) the SM crystal, run the freezers (which could theoretically be replaced with piping that goes outside to the frigid void of space, at the cost of creating a point of vulnerability), and run the pumps, is the real 'fuel' input here. The SM crystal heats the gas, the hot gas pipes eventually run next to cold gas pipes, and the temperature difference is used to generate EMF across a conductive material presumably inside the generator boxes. Then the resulting current is output. The only risk that I can think of for that gas to run out is due to workplace accident or potentially some of it leeching out from pipes over a relatively long period (think refrigerant in AC units, but even a bit less volatile). (I could be mistaken: real engineer mains, feel free to correct me.)
  9. From an IR perspective, there is value in an exchange of emissaries between even the most adversarial polities. From what I understand regarding the behavior of states in an international system, this would be desirable from the ASSN's perspective as it would be a kind of tacit acknowledgement by the Republic of Biesel of ASSN sovereignty over at least some elements of what is yet considered Solarian space (my, my how the turn tables), and it would allow them to push their preferred border-lines (not outward, per se, but push as an idea in an international arena of competing preferences). Further, the kind of international acknowledgement received by having one's diplomats accepted into another polity is rather important to the perceived legitimacy of any government that just won survived a civil war. Among many things, such a line of communication helps broker trade and stave off insurgencies and, potentially, complete dissolution. The military might of the Alliance is notably consolidated and remains an immense force in the Spur. I would think the prospect of rising factionalism within the Solarian Navy would be thought rather frightening from several perspectives, as this has historically been foundational for precipitating more civil war, or, at the very least, potentially spawning more rogue warlords from defectors, as was seen after 2462. From a Republic of Biesel perspective, one which, relatively recently on a galactic history time scale, won a war of independence, now is the time to spend that political capital in shaping its relationship with the Alliance moving forward. Depending on the goals and IR ideologies of neighboring polities, it may not be desirable to see an ultimate end of a potentially stable neighbor, even if that cause were to come from within. Instead, it may be preferable to use this newfound position, with a former foe far weaker than they have ever been, as means to... influence ASSN policies, so as to promote its stability, and whatever else (Here is a place to retain tension. The Navy is a reckonable power, and not one to disregard). It would be well known that a massive sector rife with piracy in the middle of civilized space is no good for anyone, ask the peoples of the Badlands and Weeping Stars. Worse still, would it be were those pirates and warlords fanatical former ASSN naval officers fallen to factional politics, yet holding still a keen edge having been honed as much as they have in various recent skirmishes on the edge of Solarian space. That said, the above really speaks more so to a direct exchange of Solarian emissaries with Biesel proper, rather than more simply allowing participation at a roundtable of diplomats already present aboard an internationally staffed vessel. I worried for a bit that it may only be ASSN-RoB relations that are really at play here, but given that the Alliance does not seem to have a diplomatic presence in many places at all throughout the Spur, I think what I have said, and continue to say in this post remain generally valid. As it stated in the 2462 entry of the Alliance's History page, "The goal of the Alliance, which once ruled the Spur, is now to simply reclaim its borders of 2462 rather than 2259. Gone are the days of the long shadow, and here are the days of desperate survival." This stance is well enough known to be an entry on the wiki, so I do not think it would have escaped sight by Biesel, et al.'s diplomatic corps, nor be thought to be secret by the ASSN Department of State. The ASSN Foreign Service has notably been gutted over the years, but from the description of their dropdown on the Sol Alliance page, I am given to believe them eager to reassert competence after a decade and a half of neglect. I can imagine no better an accomplishment to tout than the installation of Solarian Consulars aboard a premier SCC vessel where emissaries from across the Spur are stationed already. Further, the description suggests that members of the Foreign Service have been hard at work since the end of the Frost Regime in their efforts to try to restore diplomatic relations with the broader Spur. What seems to be necessary is a transition from the ASSN provisional military government to a civilian one, or at the very least, a change of the present, rather isolationist, stance by the ruling party to one more willing to recognize political reality of the Republic of Biesel as a sovereign state and perhaps more willing to embrace its own soft power so long in disuse, (especially given that they aren't in quite the same position to assert hegemonic power as they once were). This does not have to mean an easing of tensions, but it may mean a reduction in instability. However, instability is but one source of tension. In short: I want diplomacy, and I want it with a side of animosity, and an extra sachet of resentment. The desire to station diplomats has some considerations independent of the easing of tensions, and I would think, both the Republic and Alliance (and others too) would be interested in the value this would bring to their respective home offices. I agree with pretty much everything said above this post, and would like to see Solarian Consulars, but first, I would like to learn of some events that make it a feasible thing. This will undoubtedly take time. There is no reason to expect change like this overnight. What is being asked here, is kind of a 180 in apparent ideological intentions, or at the very least, for a wildly less aggressive and isolationist faction to win out which would cause, untold ripples throughout a highly factionalized and yet powerful navy, so it is a bit difficult to say what the most politically savvy idea would be at exactly this second. I've a few ideas, but I would rather not risk treading on toes more than I already have here. Very (sort of) sorry for the length of this post; it kind of got out of hand as I did more research. Hopefully, it is as coherent as it reads to my eye. I, of course, have every faith in our lore team that they will continue doing the great job that they have. Who knows, maybe there is a plan already, and I can only glimpse its shadow.
  10. ATG brings high quality characterization and inter-character engagement to every round I've seen them. I look forward to what they would bring to Command positions. +1
  11. I'm content to try it out, but I would rather not sacrifice outfits that help individualize characters, therefore I would prefer an alternative be sought. In terms of alternative solutions that only provide suit sensors to a subset of crewmembers while maintaining the ability to have them on non-job clothing, Would it be possible to tie suit sensors to role/job slots instead of uniform articles? From the way they function, I imagined them as something you clip onto your outfit as part of clocking in. Alternatively, would it be feasible that it be an accessory device with its own slot issued to everyone applicable and have it attached on spawn?
  12. While I don't think anyone is disagreeing that a pickaxe is a better weapon than a machete, in terms of inventory, it seems there is a misconception: - Machetes generally live in sheaths that attach to your uniform, occupying a holster/webbing space, not a 'general inventory space'.
  13. When I first saw the suggestion, I was on board, but as I saw more perspectives, I became less sure that I agree with the idea. (Obligatory appeal to ethos: I have done some Minering, but would not say I am a miner-main.) I like the idea that there is a variety of different equipment that a miner can choose to take. However, I worry that, like with certain other jobs, rather than choosing what one thinks would be most fun, one would eventually become semi-obligated to choose what is most optimal, and that's not everyone's idea of fun. (There's a really good Folding Ideas video called "Why It's Rude to Suck at Warcraft" that gets at this dichotomy of optimal vs. personal-preference approaches to play.) Therein lies my agreement with concerns regarding Powercreep. Optimal choices lessen threats. To keep it interesting, threats are changed or intensified, rinse and repeat: arms race death spiral. This is not necessarily the only possible outcome, but it is the Nash Equilibrium. That said, there is a thermal drill available on company credit (read: mining points) that renders most threats irrelevant so, ¯\_(ツ)_/¯ In terms of round-flow, (given that one would return at some point and upgrade their equipment), it's the first haul that is guaranteed to be the most dangerous, and it's really only dangerous in a germane way on sites where there are xenofauna threats at all, which is not all of them. Why can't dangerous work just be dangerous? Orion and Hephaestus are the primary employers of Miners, and neither has a particularly good track record when it comes to employee health and safety. I don't think it unfathomable that they would send their employees un-strapped out into the ether. Nevertheless, I do think this suggestion comes from a place with player enjoyment in mind. I don't imagine the average person would like their round to end 45 minutes in because they fell over and died just outside the door of the Spark from hoofing it a quarter mile on a broken foot. To that end, I would personally prefer Fluffy's or Mrgodzilla's suggestion of putting a stronger painkiller or maybe an injector of Coagzulug with the Spark's medical equipment that a miner could choose to take with them when they exit the Spark at the site to give them some better survivability while they are out there, since it's not just xenofauna that are breaking their hands and ankles, but also just mistakes with the Kinetic Accelerator even under ideal conditions. As a kind of note: As I suspected, there was an innocent reason for the machetes' inclusion in the PR; however, I am not a fan of the title and content of this feedback thread and the intended PR not matching. I appreciate the intention of the suggestion, nevertheless. Thank you for your hard work.
  14. I adore both Athena and Warden Johnson. They're both very well written and flavorful characters whom I am always glad to see on the manifest. As was mentioned above, I agree it will be a shame to lose Ublicto from the cadre of semi-regular antagonists, as their antagonism tends to be high quality, with an eye not only on their broader episodic arc, but also on the minutiae of individual interactions. That said, all of that is really just evidence in my eyes that they would serve any given round very well from a Command position. +1
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