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dessysalta

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Everything posted by dessysalta

  1. Was the HOS for an ungodly long shift themed around synth liberation. Played it straight with us (the antagonists), acted with appropriate concern for the ship as well as fear for their own and others' lives. Didn't stonewall it and judging by their comms and attitude, delegated properly. This shouldn't really be surprising because it's Cash, but from our side of things they're good. Will edit once I get to play under them. E: After playing a round under them, I echo what strawberry said to a degree. They enable gimmicks just fine, but enforcing the regulations and to what diligence is somewhat up in the air; I was told to get a statement but not to detain them unless they actively tried to run or resist (which means just detain them in the first place?), and I specifically was told to document the changes after the fact when other officers were explicitly told it wasn't necessary, it ended up being glossed over anyway. It got harder when factoring in things I had witnessed first hand being ignored, combined with conflicting orders. On the plus side of things, they didn't let anyone in their team take the fall and backed them up during misunderstandings. I have mixed feelings about the application. I want to say they're just getting the hang of things, and so I would push for an extension rather than a denial. As before, will update as I gather more experience.
  2. Had a fun command set with Aiden this round. Communicated clearly and effectively, and was as intimidating as a captain should be outside of that lmao. +1
  3. As someone who's played with all of Tones' characters (and helped them write this app LOL) I obviously can't but attest to their quality of writing and ability to make real, charming characters (something I say a lot, but mean it especially with Tones). I think they're amazing at making hand-crafted characters with exceeding amounts of nuance and personality, and have no doubt they'll be able to write an IPC. +1
  4. MICHAEL, DON'T LEAVE ME HERE!! fucking insane ody round
  5. It's Noble Row. Do I need to say anything else? In case I do: they have amazing ideas, execution, and top-notch roleplay quality. Everything they do has been so far above the bar I feel like disappointing now is a complete nonstarter. Oh, and they're a synthetic lore dev. That should help the case. +1
  6. Silvorz did a great job of interacting with and perpetuating antag nonsense in an extremely slow-to-start round, although with a couple hiccups. I'd just like to remind you that bad paperwork can be cause for skepticism, but shouldn't be the Achilles of antagonist gimmicks unless it's particularly or intentionally bad. Aside from that, I loved their interactions and think that's the sort of thing they'll get with time (the rest of command also did a good job of coaching them ICly without shutting down the antags). +1 from me.
  7. god dammit josie
  8. I disagree with votes being the decider for ghost roles since their randomness is based on weight to reflect certain special roles (i.e. the SFA spawning very rarely because theyre a dying fleet, or the TCAF spawning a bunch because we're in biesel, etc) as well as potentially making it impossible to enjoy certain roles you like just because other people don't vote for them. It's not the same as voting for a gamemode and variety is kind of the spice of life in this instance so we don't get more favoritism than we already do. I'd liken it to why we don't get to vote for which map we get in Odyssey, which was discussed in that thread: (by Dreamix) Keep in mind there's a lot of ships that involve xenos and the explicit purpose of those ships aside from being fun on their own is to allow players to dip their toes into what being those species is like. The Unathite Kataphracts, Skrellian Tirakqi or whatever it is, the Tajaran circus and freighter, IPC Golden Deep merchant vessel, etc. all allow playing of that species on the ship even without a whitelist so players who want to try it have a chance to. That said they don't exist every round because then we wouldn't see other ships like the freebooter/pirate spawn, SPLF, generic freighter, Cyclops, and many others. I especially don't like the concept of saying "no, I don't like your ghost role, you don't get to have it" rather than voting for one you do want since that's de-facto bullying for the people who might enjoy one type or another (besides, what could you reasonably say is the reason you're voting "no" to that role? personal preference? most all of the ghost roles never interfere with the round, with the only ones that can being certain antagonist off-ships that are still incentivized not to, or ERT-lites that can't board the Horizon unless it broadcasts a distress signal anyways). If voting were to be implemented for ghost roles I would recommend it's "soft" voting. What I mean is: You can vote multiple times for all the ones you'd be okay with seeing (not perfect, but just okay with). At the end, the votes are tallied, and based on the percentage of votes, there's a boost in the weight of one/all of the off-ships that were voted for. This means it's not guaranteed and so it still stays somewhat random. You're not allowed to vote against something. I explained why I think this is a bad idea. Besides, rising tides lift all ships etc etc. Ships that rolled for the current round (whether through being voted in or happenstance) aren't allowed to be voted for (or can be voted for at a reduced rate or something). Encourages variety and keeps things from being samey. Besides, the randomness we have already allows for these ships to show up like 10 rounds in a row if you're lucky, they don't need any more help than a one-off occurrence.
  9. the urge to make a trans lesbian paramedic is rising. like this post to send miranda trasen a bomb

    1. pocheto

      pocheto

      does it not first, but second

  10. +1, welcome to Adhomai. In all seriousness, Tzui has wooed me from the start with characters like Hans Jaeger (never forgetting that dude btw) and Samuel Hound, with Yasuko being one of my personal favorites. I love the personality he gives them and how he stands out among his peers. Give him another whitelist, will you please?
  11. IPCs should get the prompt upon spawning to set their tag to a specific kind of ownership/tagless; merc gets it by default, whereas on Ody you have to switch to some other species and then back again to get the prompt.
  12. Fyni is an amazing roleplayer and I can't overstate the amount of fun I've had interacting with their characters. I have no doubts they can play a lizard. +1
  13. Only the storyteller should be allowed. Map votes are exclusionary and there's no guarantee anyone will vote for the one you specifically want to play on; it should be beholden to the story and not "well I just think this one looks cool"s imo.
  14. 1. I think this is really cool. I don't really have much to say aside from I like depth in the lore and this adds to that. 2. Lore apps are implemented (like added to the wiki, not necessarily approved) faster if they're formatted like the wiki so they can be copy-pasted 1:1 (or nearly), but it's not a requirement. I'm not a lore dev, I'm just speaking from past experience.
  15. Ririlsk Guwan is such a charming character and my only complaint is the fact I don't get to interact with them very often. I like how realistic they are as a person and how perfectly they fit into the "Guwan trying to get by" niche.
  16. I don't think we need a command learner role, since bridge crew in and of itself is meant to be that introductory role more than anything. Mining is where you learn how to pilot and hangar tech is where you learn gunnery (to a point), and just going out to fly a bit on a deadpop shift isn't so bad. Bridge crew teaches you how to fire the guns on the Horizon as well as be a glorified assistant for the rest of command. It's not particularly complicated or high stress until ship combat begins. If you're worried about starting out as one, don't be. Ask for help, even in LOOC, about what you should be doing and how to do certain things. There's surprisingly not much to know aside from paperwork, delivering items, and the occasional (or frequent) pilot job. If you want to be extra cautious, play a character who recently got their pilot's license for cruisers, and don't be afraid to turn down opportunities if you don't think you're ready for them. (Obviously there's a time and place for some things, so if you get asked to grab a drink from the command bar or you're the last crewman alive, you'll still have to do those.) If you're still worried, you can ask admins to let you play as an assistant for the SCC and have OOC permission to fly the ships. Frame it as an introductory period or internship, and introduce yourself to heads of staff that way ICly and OOCly before you turn that character into an actual crewman. Don't expect to be called across the ship constantly or sent on impossible errands or require a lot of interdepartmental knowledge. You're just the command-designated assistant and pilot. The most you'll be doing is leading away teams or taking on limited authority in very specific circumstances that a head of staff needs your help, and you can always delegate leadership to someone else in the former case. It's unlikely anyone will get on your case if for some reason you get 20 things on your plate at once, especially if you say you're new to the role.
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