Jump to content

NM_

CCIA Agents
  • Posts

    189
  • Joined

  • Last visited

Everything posted by NM_

  1. Jeff puts in considerable efforts in his characters to provide a detailed, compelling, and ultimately driven story fueled by his dedication to creating a living, breathing person in all the trials and tribulations of space. He's taken time to ensure accuracy of the lore in question to give his new prospective concept justice, and has been all the more receptive to feedback as needed. A wealth of detail already included, which I appreciate - helps to round out a Tajaran trying to reconcile themselves in a new alien environment with all the history behind them. +1
  2. I'll admit I have little intimate lore knowledge regarding the Unathi. Thankfully, the applicant in question does. Lent has been a stellar example of what a wonderful writer can accomplish when given the tools in hand from a team with clear, vivid passion in their work. As lore writers, the greatest sense of satisfaction beyond completing a piece is seeing how it can be brought to life in compelling, authentic portrayal. I've seen a variety of Unathi characters that excel at this, and one of the more engaging, contributing concept comes from Lent himself. The dedication to cultivating his own clan, the efforts he puts into Alsina, and the clear investment to not only fulfill the idea of what a living, breathing Unathi would look like but add his own dynamics to an immersing experience is commendable. Given his recent answers to Trio's questions and my own interactions with him, I feel more than comfortable to give a glowing +1. I hope the team takes a hard look at Lent because I've yet to see a player that has the chops to create, the drive to contribute, and the level head needed for collaborative work specifically for Unathi.
  3. Reviving this so it doesn't get forgotten. Although niche, it would help quite a bit.
  4. Boomer's been nothing but a joy to interact with. They know their way around their department with a level of experience and competence you don't often find. Easy to interact with, always open to RP with both friends and newcomers, portrays realistic/believable characters. I'll echo the general sentiment in this thread so far about making a character specifically for the trial. Please do! You get the best of both worlds. You get to practice the juggling act of Command with a clean slate that doesn't come with any strings attached. If you enjoy the Command angle, you can always properly promote your characters after the trial. If you don't, you saved yourself a world of headache. I did it for my command trial and I'm extremely glad I did. The man has a comfortable +1 from me. Can't wait to see you in game.
  5. Binned after administrative review for OOC reasons.
  6. I started playing back in March as a relatively new player to the server. I primarily play one character, with a handful that get dusted off the shelf occasionally, for context. Some of the biggest hurdles I've had (and overcome to various degrees of success): in maintaining activity on my main: Friendships/relationships that go inactive. The solution, naturally, is to befriend and interact with as many new faces as possible to create new dynamics. Still, it can be demoralizing to have cultivated these organic, unplanned friendships with other characters that goes belly up and all that progression with them out the window. That sense of isolation is felt profoundly on both an IC and OOC level depending on how close they were. There's a layer of nostalgia in capturing that lightning in a bottle on the regulars you enjoyed the most. A revolving door of coworkers. This is more situational based on the department you play in. For Medical, every few weeks (save for a few veterans) the roster changes completely. Endlessly introducing yourself to new characters and starting from the ground up is a hurdle for anyone. There might be character concepts and personalities that don't mesh with your characters, whereas the previous regulars did. Half the battle, I've found, is having that camaraderie with the people you spend the most time with if you aren't as often able to wander out to the rest of the ship. Any genuine connection made is just as liable to disappear into the void completely out of your control if they go inactive themselves, feeding into point one. Lack of tangible progression. Subjective to some folks, but I'm the sort of roleplayer that genuinely enjoys seeing - and feeling - my character's growth. If you're already in a role that can only reasonably enter Command as it's next upward trajectory, you have to enjoy that newfound responsibility to the round that sacrifices the greater agency in pursuing personal RP. If you aren't the sort to enjoy Command, there's little you can do for your character's career. Beyond word of mouth, nothing separates an individual from another in a job of the same title who started a week ago. It isn't a matter of who is better or worse, but showcasing milestone achievements in a way that incentivizes longer term play on a character. Most circumstances for on ship, then, are relegated to emotional/social developments that only capture half the ambition of career-minded folks. Slot competition. Depending on what highly contested roles there are at any given time (most notably consistent in Security), it can be extremely difficult to play that character in anything other than off duty. Off duty is a wonderful tool to enable roleplay without the frequent interruptions you might have on shift, but equally frustrating when you can never win the slot wars or they're consistently full. It creates a scenario of playing a different character/slot or skipping until you can try again to compete. I don't mind hopping into manifests I don't recognize well. I also enjoy when I at least recognize some of them. It's overcoming that on top of the frequency of constant new hires/characters that rarely affords the luxury of stability sometimes. To keep up with the times, we have to adapt and befriend the next generation of concepts.
  7. Nauticall does more than enough to facilitate the expectations of a Command player, including going out of their way to promote roleplay, support antag gimmicks, and staying involved with their team. After playing with their CMO, there hasn't once been a choice that put me at odds with a comfortable reiteration of my earlier +1.
  8. IR has been binned due to OOC reasons and is no longer in progress.
  9. My attempt to better utilize necrotic so it fits the distinction. Minor to Severe damage (currently in game) - Can be healed with an ATK or organ specific regeneratives. (Organ) Dying - Requires debriding the damaged tissue before proceeding with treatment. Necrotic/Necrosis - Cannot be saved by any means. Examples Scenario 1: Scan reads "Kidneys: Minor/Moderate/Severe damage." The surgeon can treat with an ATK or organ regenerative medication. Scenario 2: Scan reads "Kidneys: Dying". The surgeon can debride it with the scapel, acquiring the corresponding scarring based on severity (if any), then treat accordingly. Scenario 3: Scan reads "Kidneys: Necrotic". The surgeon has to acquire a replacement and remove the necrotic kidneys. If you want to consider it on a gradient: Minor through its range to Severe damage (treatable with an ATK) -> Organ Dying (needs to be debrided to save it) -> Necrotic (completely gone)
  10. Nauticall's a relatively new face in the landscape of Aurora (and Medical) but one that's proven to be a worthwhile staple. I've had the pleasure of interacting with Leslie the most, mentoring them early on in their first few weeks. They bring a wealth of experience, adapted quickly to the fast paced environment of Medical, and demonstrates qualities that fit the mold of what a Command player should be: communicative in any ongoing situations, offering helpful guidance to new players/interns, and able to fill any voids in the team. If I had anything to comment beyond praise, it would be a cautionary tale of moderation in stressful scenarios. Sometimes you can be too quick to try and take everything on your shoulders: Leaping from one end of the department to the next in a frenzy when the heat starts to ramp up. CMO is arguably the Command role where you're informally expected to fulfill close to every function of the department by players and keep your cool. From my own experiences here, you'll succeed best when you can trust your team to handle a situation and step in as needed. You don't always need to be in the thick of it and do it all. You already have the intuition to know how the workflow is supposed to look like and how to treat most cases. Knowing when to intervene or delegate is something you'll need to master. You don't want to suffocate your experienced staff in what they already know to do. If you have a good team, you're often going to be hands off to focus on Command matters. A comfortable +1 from me.
  11. Binned due to OOC reasons.
  12. It's been discussed from time to time in the Department Hub. The current solution to an incompatibility from blood type in an organ transplant is continuously overdosing the patient on Inaprovaline, with a small (I've heard its 2-3%) chance per tick to cure it. This most often occurs with Vaurcae and their phoron tanks, in my experience. They end up having to stay in Medical for the rest of the round perpetually ODing on Inaprovaline because the transplant from a proto-vaurca doesn't match the blood type. And it never can, it's randomized, leading to always being a roll of the dice. The kicker is - and I believe it's been confirmed before - even that isn't working right now. In the case that interaction does get fixed, it isn't a satisfying treatment in either case. A proper medication dedicated to curing organ rejection should 100% be implemented to ensure that players don't spend an eternity in Medical hell, particularly if they have the misfortune of requiring a transplant early in said round. Inaprovaline already provides an extensive amount of effects. Implementing a niche medication to resolve these outerlying cases with greater reliability only serves to improve Medical QoL.
  13. Stev is a more than capable roleplayer in their own right, across the variety of characters I've met so far. They'll slot right into their new Vaurca in a way that upholds the expectations set out for them from the lore team and present an interesting addition to the roster that the crew can interact with. Looking forward to meeting them! +1
  14. I've thoroughly enjoyed my experiences with Kuhn with each of them leaving me a continued impression that this is someone to keep an eye on. I've yet to be disappointed, only reminded that when Oolong's character arrives, I'm bound to have something interesting to look forward to. I can't comment on the nature of their interactions with antagonists, but I can surely put myself in their corner from the clear investment they have to create roleplay with their fellow writers, present a compelling/immersive character, and enrich the rounds they play in. They conduct themselves well enough as is, Command won't be a problem. You'll make it far, kid. Doc's always watching. +1
×
×
  • Create New...