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Noble Row

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  1. I stand alone against an army of Cheesed and Havocs. But I'd love to answer your questions! Augments in the terms of stuff you find in the loadout menu are unfortunately a bit contentious on the balance side. I remember seeing an argument in the discord a while back stating that some developers didn't want them there to begin with. However, additional items that may bleed through from the lore in to the game I think would be excellent additions to making people feel connected to articles and wiki pages they read. An overlap between what goes down on paper, and what gets featured in the game the paper is for. The LRPSU is meant to be somewhat of like an advanced Suit Cooler with the intent of military application, and similar to the real world, might get dumbed down and cheapened for commercial use to something that can be featured in game outside of antag uplinks and events. Other ideas I've wanted to explore is detailing the downloadable knowledge packages an IPC would be given when owned by an individual, or purchase themselves (if they have the money). For instance, Idris would more than likely have standardized training packages to get their IRU's and ISU's out in service as soon as possible, but what is in those packages? What can they do? Are there more advanced models with more advanced packages? Does the PMCG on the military side have some expensive combat packages for special units? So on and so forth. I've also been very fond of equipment specialized to certain chassis'. Industrial frames can carry more weight for instance. I've wanted to toy around with the idea of synthetic adventurers that explore the more perilous areas of the spur since they can be more mentally fortified and are deemed as more expendable than their organic counterparts. So in this line of thinking I wanted to design an 'all purpose environment suit', but the idea kept sticking in my head that it's going to have to be bulky, so to compensate for the weight, design a suit for industrials. They hardly get suits due to their size, so specialize a suit for them, one that can withstand the crushing depths of Europa, the dangerous Xenofauna of remote locations, and can cut open lost ships with integrated industrial tools. I'm a big fan of playing to one's strengths, and while that meaning is more ambiguous to us as humans, IPC's are often designed for a task. While their willingness to do that task can be represented in their sentience, the chassis they occupy is still a specialization in and of itself. Additionally I talked a while back about helping design new bodies and such for IPCs. A system of customization that is more than just changing the colors of the panels and the lights. Stuff like swapping out heads for new sprites/models, changing arms, torsos, etc, so the IPC player can truly embrace the variety the spur has to offer. I can sprite, but I personally have no dev knowledge on how it would work. I think Baystation has a system like this, but they also do not have individual chassis' with unique stats, they're all just one single "IPC". Personally, when I play an IPC I try my best to link everything together with a very defined string of logic. Sometimes this leads to funny socially awkward situations that are logical by nature but societally are strange. When people play an IPC I would like to see them be able to trace their reasoning in a series of logical steps. Hormones and mood swings are for organics, you are smart, calculating, able to obtain and hold an incredible amount of information, you rarely get the luxury of just 'feeling' a certain way. Yes you can have feelings, I want you to have feelings as an IPC, it's part of what separates IPCs from Cyborgs and the like. But I want you to know why you have those feelings unless it is a feeling truly alien. What logical string of events and reasonings have lead you to this moment to cause your character to feel and act this way? And in the rare moment when your character can't identify it, identify the symptoms. Identify why those symptoms are happening. Eliza Trin is my favorite character I have on Aurora because she's a psychologist, and one of Eliza's go to treatments is to tell her patient to break down their issue. Why are you Angry? Anxious? Depressed? Step by step she would keep dumbing it down, asking their patient "Why?" over and over until the patient has narrowed down their issue to something small and handle-able. Her treatment is just telling organics to think like she thinks as an IPC. In a similar vein I want players who play IPCs to break down their decisions, step by step, why did your character do this? What is the logic? Make sure you have that knowledge in your back pocket as being able to trace this logic helps you think like a synthetic would. Looking at code you see arrays, if-ands, if-else's, so on so forth, it's all very defined and straight forward. IPCs are like that, but with a database so very complex that they can be sentient, make their own conclusions and decisions, develop themselves and learn, they just have to know to a good degree why. Humans do the same thing, your brain is a very very powerful computer. You have a string of logic running in there somewhere where you can sit down and identify what caused you to think certain ways, and you can trace it back with a bit of self reflection and meditation. With IPC's you just make that logic string a little bit more obvious all depending on how advanced you want your IPC to be. To some it might be near invisible, because your character is grappling sentience much better than other IPCs, or their positronic is more advanced. Other IPCs you might see those cogs flowing more obviously, where it is clear what caused them to behave in a certain way. It's all up to your character and how you want to design them. Just know IPCs know themselves, they can read their part numbers, they can look through manuals and know each and every bit about themselves down to the micron. Organics can't do that, we have an understanding of the human body but a lot of that body are only assumptions, and the rest remain mystery.
  2. Ckey/BYOND Username: Noble Row Position Being Applied For: Synthetic Lore Deputy Have you read the Lore Team Rules and Regulations wiki page: Yes Past Experiences/Knowledge: I’ve taken two artistic writing courses and two technical writing courses, I am also an engineer by trade. Examples of Past Work: Nothing I can find that’s both written and recent unless you want to read my college technical reports. What aspect of synthetic lore are you most interested in and would like to work on: I’m going to be honest, my favorite part of synthetic lore is the various methods of integration of IPCs and synthetics in society. Across the spur IPCs are treated differently from culture to culture, planet to planet. Watching society grapple with the idea of synthetic sentience and how much it should be taken seriously I can’t help but enjoy. To tier an entire species on whether they are people or not is one topic in and of itself, but then keeping them around anyway to serve as equipment or second class citizens depending on the planet calls up a conundrum that is just interesting to think about. Humanity has created sentience. The Skrell have seen what rampant artificial intelligence can do. The Unathi, Diona, and Tajarans are wary, but spectators in this circus. The birth of a new type of person and its consequences. I also enjoy Purpose and their societal development, no matter how mysterious, but who doesn’t? I am most interested in focusing on the physical nature of synthetics and how it ties to how society treats them. Currently they are barely considered people by most factions that tolerate them, and machines to the rest. I would like to highlight the capability of the mechanical chassis, the advanced nature of the synthetic processor, and both positives and negatives of their freedom. I do enjoy a good bit of R&D, and I do enjoy the endless bounds that a futuristic setting has to offer. The great deal of creativity that is possible is just a fun thing to think about. What do you think needs improvement in synthetic lore: Current lore focuses on the mentality of synthetics and what sentience means. I think we're lacking in the physical portion. Why are synthetics so useful? How can they be so useful? Why are they terrifying? Are they assets, or are they a threat? We talk about Glorsh and the dangers of a widespread all powerful artificial intelligence. But what about the individual? What asset are they and what dangers do they pose? Why is it so important that they aren't free? Is it mere discrimination? Profit Factor? Or is it a true fear of what they can become? This is what I'd like to explore. The synthetic individual. Synthetics can be unparalleled pilots limited only by their aircraft, masterful negotiators and tacticians, able to hold vast amounts of strategic acumen, or the deadliest soldiers organics have ever faced. I want to bring about the question not of should synthetics be free because of their sentience, but should we keep synthetics under control for what they can become with sentience. Right now in game people belittle and mock synthetics for being machines, and to be fair, if my toaster told me it was a person I probably wouldn’t take it seriously either. But if my toaster claimed it was a person, and I knew out there, somewhere, was a good chunk of toasters claiming they were people who could burn down my house and kill my dog, I’d probably treat my toaster differently. How do you think IPC players should interact with factions unfriendly or hostile to them: A calculated professionalism. They don’t like you, you probably don’t like them. Keep them at arm’s length but close enough to do your job, if required. Present a written work about anything related to synthetic lore so we can see your writing style, around 500 words minimum. It can be anything, from your own headcanon to a news article. Additional Comments: Thank you for your time and for you all reading this. For making it to the end, take something I’ve carried with me as a joke through my academic and professional career that’s somewhat relevant to the topic at hand.
  3. A lot of those votes happened at the same time and the only way to view the results of the vote is to add an additional vote. There's a little chart at the end that shows you when the votes happened.
  4. I tried to roleplay once with Ren in the relay and NM kept writing books to me. +1
  5. Complete support for re adding them to nonstandard uniforms from me. I believe removing them from these uniforms was an unnecessary change. I don't mind about the rest of the PR but one of the joys I have on this server is making outfits. Most of the standard job outfits just don't look good, and telling people to "go sprite new ones" I think is just bad form and not a great way to deal with a community of people who like to put passion and flavor in to their characters. I get this is a corporate dystopia. I get it's not realistic for every uniform to have the sensors. But it's a video game. It's a very silly video game at that. Personally I still don't understand why modifying sensors at all is necessary. Sensors have been in the game for over a decade and antags historically have done just fine with them. Even been saved by them. If sensors were the main issue for antags then they would have been modified a decade ago. Personally I believe this server has an unintended culture of OOCly punishing antags more than their IC nature. I know too many players who don't play antag, or don't want to try to play antag, because they're afraid of being bwoinked, or ridiculed. Hell, the term 'Antag main' is used in a derogatory sense half the time. And we antag ban so many people because we have strict quality rules for antag rp. OOCly is where the adjustments need to be made, and anything IC feels like shots in the dark or band-aids for the much much larger issue.
  6. I would like to point out that miner is the only role on the ship where most of the ship expects you to die and never come back. It is a common conversation in IC to condemn miners to their deaths because of how common it is for them to die on the job. "Powercreep" here is like making a snail slightly faster. The expedition shotgun is easily one of the worst weapons the ship has to offer, but it is infinitely better than shooting yourself with the KA. Especially with how nobody on the dev team wants to fix pain to where having a minor injury no longer gives you heart attacks. And if antags actually cared about getting the expedition shotgun, it is not hard at all to just waltz in to the Intrepid right now and blow open the arms locker. Which is something you can do without TC, because the bridge crew blow open the bridge arms locker whenever there's no command staff around.
  7. Hello all, @ReadThisNamePlz and I have reviewed the issue stated and we will be downgrading the warning to a note. The main purpose of the warning was to gain acknowledgement of an issue while the relevant party was disconnected from the server. Given how late in the night this issue was handled in, it is understandable. We believe Eddy was acting in good faith in regards to the 'clique'-esq issue, but we have not been able to find sufficient evidence that constitutes such action. The Chief Medical Officer however is command personnel, and is well within their right to handle issues regarding their staff ICly. Additionally, we were hoping to find it written somewhere regarding protocol for staff-player interaction and making contact before exacting a staff action, but after consulting Alberyk, we were informed that, while strongly encouraged, is not strictly required.
  8. I believe taking away the EMT hardsuit from first responder would be akin to taking away the Ambulance for their real world counterparts. I just don't see the point. They've already been nerfed, as others have mentioned, and they're exceptionally expensive to make for the machinist. Removing them from the first responder lockers would basically be removing them from the game as it stands, and if you made them cheaper to produce, then they'd just get them anyway. I see this as a reactionary fix, a band aid as opposed to a real fix for a different problem entirely.
  9. Only issue is that the machine shop right now is too small for two people working at the same time, it really can't handle three.
  10. Machinists in real life machine and manufacture. If anything surgery should be removed from the machine shop and all the machinist provides is the cyborg body to an actual surgeon.
  11. Also if we expand the machinist role could we add a learner role for them? The machinist is a role that is in demand nearly every round, and I've seen some pretty lost machinists that are new to the position. To have just one learner slot would help a lot on helping people enjoy the role.
  12. In my time here Gabo has been a fun player to be around and obviously knows the mechanics pretty well of the roles that play. While I have not gotten the opportunity to roleplay with their characters a ton, I think the way they hold themselves OOCly shows the level of responsibility required to at least get a trial. +1
  13. I've talked to Read time and time again, and I am fully convinced she is exceptionally motivated to the betterment of this server. I really started talking to Read when I volunteered for the Liidra event she hosted, and I learned then and there that she had some fantastic plans for player engagement. Learning about her ideas for Steel on the Horizon, and other projects that I am unsure are happening or not, I fully believe Read could bring to the table an incredible amount of care and dedication that few others can. Giving her the position of human lore dev would only provide us with more and better events for this server. Reading articles is one thing, playing rounds involving the lore is another entirely. People can only be so engaged by lore blurbs when they're playing a video game. Read has the passion and enthusiasm to make this server better. I've never given an easier +1
  14. As Greenjoe said above, I'd love to see the science department folded in to Operations, and then raise a new department for expeditions from the ashes of Science. Machinists/Roboticists could have more personnel, or get renamed, or have more role variety. The machine shop can get reunified with its department, and it can be tasked with doing more machining. It'd make sense for machinists to take in the weapon manufacturing aspect of Science, they already make giant death robots, might as well make guns too. Research can be done by the machinists, or be done by a new role adjacent. The chem lab for science can be folded in to the machinist sector pretty easily as well. Again, I believe this should constitute a renaming of the machinist role, or an addition to the department that makes sense. Machinists machine things, build things with their hands. It can make sense for machinists to research things if the lore we have for research is getting things that already exist (How else do we justify researching the same technology every single round?) but otherwise, a role adjacent might need to be created. Other notes though: There is a TON of empty space on the right side of deck two near the leviathan, and that is just asking to be used. The new expedition branch can include a variety of new/different roles to add variety to the branch. From the scientists and scouts themselves, to a possible guard, to other neat and fun little tidbits. It offers up a lot of potential development and expansion. More reason to make off-ship areas. More reason to make little fun things to explore planets like probes or buggies. But I can see expeditions getting boring pretty quickly if this development isn't considered. My only negative comments are that I still believe Xenobotany and Xenobiology can be used. What for? I don't know. But they're interesting departments in and of themselves. Could slot them in to operations, could keep them on the expedition department. Who knows. Either way, I like the idea, fold research as it is in to Operations, and let a new department rise from the ashes.
  15. When this guy first started I was skeptical of his behavior. But over the time, he has done a complete 180. Ublicto puts care and effort in to their work, and puts a level of passion and knowledge that a lot of the player base lacks. They are knowledgeable and outgoing about the lore they know, and I would love to see them get a shot at command. +1
  16. Please, I beg you.
  17. Whatever happens just remember that suit sensors have been a part of this game for over a decade if not longer. They're a tool that has been used to great effect and every medical player is familiar with them. Nerfing or removing them is going to be a HUGE change, and if you are going to touch the suit sensor program, some of the other facets of medbay that have already been nerfed should get another look over if not reverted. Either way, no matter what action is taken, you are modifying a department that people care about a lot. Just be careful. You're playing with the morale of players who have put a significant amount of time in to learning a daunting system. If medbay was easier like it was a long time ago, I'd be more supportive of this cause. However, Medbay is a difficult department, and your actions as a competent member of the department have a massive swing on everyone's enjoyability of the game. I'm also concerned about the side effects of this decision. From what I am anticipating is more people being upset in general. People rely on Medbay to keep everyone in the round. Crew and antags alike. And people already get mad at new Surgeons, and now patients are going to come in even more critical condition (if not worse). Antags also have plenty of tools on hand to cause a lot of damage, and while it is nice for the antags to let them keep more people from stopping them, you have to remember the antags control the story of the round for a population that far surpasses their own numbers. Killing people off and keeping them from the round is what this server has agreed upon is "bad taste" as evidenced by the multitude of rules we have regarding killing. Furthermore, I can already forsee the amount of ahelps and upset players from both the crew and antags alike when they die. People are going to ahelp antags for improper escalation even more now. There's going to be accidental deaths due to just stupid game mechanics. People are going to accidentally kill off antags. All of which is going to lead to more ahelps, more staff action, and less encouragement for people to play antag. People already don't play antag because they don't want to get bwoinked and people ahelp when they're upset, and antags, as antagonists, make people upset as their job. Atleast with medical working at full capacity, with its sensor suite and other gizmos, you can ensure to the best of your ability that players can continue to play and roleplay and look for second chances, escape attempts, and things that keep them in the round. We play on a server that is advertised as Heavy Roleplay, and it's hard to roleplay from deadchat.
  18. Reporting Personnel: Broadsword Job Title of Reporting Personnel: Executive Officer Game ID: cp8-cWh1 Personnel Involved: Martin Walker - Captain (Offender) Broadsword - Executive Officer - Off duty during incident (Victim) Jill N1luz - Research Director (Victim) Havoc G3.486F726 - Security Officer (Victim) Ankala Ahzi - Executive Officer (Witness) Secondary Witnesses: Llewellyn Morgan - Engineering Apprentice (Witness; Started the line of questioning that lead to the Captain's statements) Time of Incident: ~19:40 Real Time: ~3:40 EST 5/10/2023 Location of Incident: SCCV Horizon Radio Channels Nature of Incident: [ ] - Workplace Hazard [ ] - Accident/Injury [ ] - Destruction of Property [ ] - Neglect of Duty [x] - Harassment [ ] - Assault [x] - Misconduct [ ] - Other _____ (Place an x in the box that applies. If other, replace line and specify.) Overview of the Incident: Captain Martin Walker made a general command over the common radio of the Horizon for all crew to hear that Synthetics are not to be considered as part of the vessel's valid races. The Captain went to reinforce his statement with words such as "A Machine is a Machine." and "...I won't comment on that person part." Both statements which enforce that the Captain's initial statement about removing IPC crew members as a recognized race amongst the Horizon was not meant in jest. Submitted Evidence: Taken from the Horizon's radio logs (OOCly I do also have a screenshot) [Common] Llewellyn Morgan pauses, the static from his mic playing for a few seconds. "Right. Gonna ask it. What all races do we got aboard?" [Common] Ankala Ahzi asks, "You mean... Sspeciess?" [Common] Llewellyn Morgan says, "Ah- yeah, those are they." [Common] Amelia Dresden asks, "Now or in general?" [Common] Llewellyn Morgan says, "General." [Common] Martin Walker says, "Human, if you didn't know." [Common] Llewellyn Morgan says, "Couldn't of figured that." [Common] Ankala Ahzi says, "Right- well assss far ass sssspeciess go, the Horizon hiresss... From all sspeciessss within the Ssspur." [Common] Martin Walker says, "One big round of applause for the Viax Zoin for fixing all of our lights, please." [Common] Ankala Ahzi says, "Sssinta, Human, Ssskrell, Tajara, Dionae and Vaurcae... Oh and Ssssyntheticssss." [Common] Llewellyn Morgan says, "You count those as a species? Synths, that is." [Common] Broadsword says, "Happy to be included, Ms. Ahzi." Broadsword says, "Happy to be included, Ms. Ahzi." [Common] Llewellyn Morgan says, "Not that I figure anythin' wrong with it." [Common] Ankala Ahzi says, "They are put in the "sssspeciess" box on paperwork." [Common] Llewellyn Morgan says, "Fair 'nuff." [Common] Ankala Ahzi says, "It ssseemsss to be the general concencusss." [Common] Llewellyn Morgan asks, "Consensus, you mean?" [Common] Ankala Ahzi says, "Yesss." [Common] Ankala Ahzi says, "I have yet to fully masster Bassssic. Excussessss." [Common] Martin Walker says, "I hereby decree as Captain that synths are not to be included in that category. Thanks." [Common] Llewellyn Morgan says, "S'alright. Dunno much about these bugguns, can I get word on them? I got passin' familiarity wi' the rest, save fer the- uh...tree...folk? Darvan's callin' em that. I ar'dy forgot the name." [Common] Havoc G3.486F726 says, "Elaborate, Captain." [Common] Zamira Pelley asks, "How do they fill out the paperwork then?" [Common] Jill N1luz says, "That hurts captain." [Common] Martin Walker says, "Machine's a machine, Havoc." [Common] Havoc G3.486F726 says, "Acknowledged." [Common] Llewellyn Morgan says, "Not sayin' you ain't a person, don't think. Machinery ain't really a...species." [Common] Jill N1luz says, "Oh, alright then." [Common] Martin Walker says, "I won't comment on that person part, Mister Morgan, as to not start a big fight in the radio." [Common] Ankala Ahzi says, "I'm affraid ssuch changesss are made on a much higher level than thissss ssship, Captain. Centcomm will inssssisssst on usssing the proper format in their fax, alwaysss..." [Common] Martin Walker says, "Let's leave it at everyone having their own opinion." [Common] Llewellyn Morgan says, "That's a question that'll always get you in hot water." [Common] Martin Walker says, "I was half-joking, Miss Ahzi." [Common] Martin Walker says, "Anyway, let's not dig up a new hill to die on." [Common] Ankala Ahzi says, "Oh, excusssessss." Would you like to be personally interviewed?: [ ] - Yes [x] - No Did you report it to a Head of Staff or a superior? If so, who? If not, why?: Ankala Ahzi - Executive Officer Actions taken: None, as the Captain has command over the vessel, and the Executive Officer does not have power over them. Additional Notes: I am open to an interview if required.
  19. I have only ever really interacted with Iota and Eve, but in both of those circumstances I had a pretty positive experience with the roleplay. I do not see the harm in giving them a trial and letting them test their might.
  20. Basic Information Byond Account: Noble Row Character Name(s): Broadsword Eliza Trin Castile Faraday Ja'Hadem Auk'lin Vihnmess AI Name(s): N/A Discord username + tag: Noble Row (noblerow) Age: 23 Timezone: Eastern-Standard Time (EST) When are you on Aurora?: Typically after work and/or on the weekend. My workday ends sporadically from 3pm-5pm EST. I'm on for a few rounds before having to go to bed, unless it's the weekend, where I can afford to stay online longer. Experience How long have you played SS13?: I started playing this game when I was 12, back around 2012. But after a hiatus, starting around 2014, I was long absent from the game until recently. How long have you played on Aurora: Since around mid-april I believe. How much do you know about SS13 (Baystation build) game mechanics?: I still need to refamiliarize myself with the new medical system, but I feel comfortable with most of Baystation's mechanics. It's what I used back in the day, and a lot of it is still very similar. Do you have any experience moderating for an SS13 server?: None recently, but I got to mess around with the moderator systems back when I started playing this game, and a bit more when doing tests in a test server for when I playtest sprites I make. Have you read through the criteria thread; https://forums.aurorastation.org/viewtopic.php?f=27&t=4198 - and believe that you mark off all the criteria?: I believe so. I hope to do my best. Have you ever been banned, and if so, how long and why?: I was banned one time by I think Roostercat as a joke. The incident went them saying in OOC: "The next person who ahelps me gets banned." and I ahelped "Put me out of my misery." To which I was prompted with a one second ban. It took me longer to load in past the byond non-member loading screen than it did for the ban to actually have any effect. Personality Why do you play SS13?: I enjoy SS13 and the roleplay servers I have played on in my time here as a fun creative outlet. I get to work with a number of other people to forge stories and make memories in an interesting sci-fi setting that we all get to influence to a degree. The variety of activities in SS13, and viewing how it's a funnily cobbled together mess that thousands of people have contributed to over the years makes it very endearing. Why do you play on Aurora?: Honestly I started playing on Aurora because of the servers I tried, this one had a lot of systems that were still familiar to me after such a long break. And after spending time here, I have come to make friends and enjoy the community. In particular a good amount of members of the lore teams have been a thrill to work with, and it is just refreshing to see the passion that goes in to the lore projects and the energy the community has for adding more to the cobbled-yet fun mess that is Space Station 13. What do moderators do?: Moderators are a frontline staff member. While they do not hold the same level of power that Admins have, they make excellent use of their abilities to make sure rules are being followed and that the community is having fun. Moderators settle lower-level disputes, often ones that can be handled quickly and swiftly, with familiar adherence to the established rules. Moderators also coordinate with relevant admins when a situation might have gotten a little deeper than was initially anticipated. On this server, moderators help with player issues both in game, and on the forums, helping handle player complaints and other similar issues. What does it mean to be a moderator for our server?: Here, moderators hold a responsibility similar to all staff members. You are to ensure that the game is fun, and that everyone is treating each other fairly and with respect. It is a video game after all, we are not here to work a 9-5 (even though this game ironically, we're doing just that), we're here to unwind from a day of work or school or somesuch, and to enjoy making a story together on this roleplay environment. It is a moderator's responsibility to help where they can. Whether that is enforcing the rules to ensure everyone is having fun, or that is lending a knowledgeable hand where others might not know how to do something. To ensure everyone, at the end of the day, enjoys themselves. To be a moderator you need to be adaptable, knowledgeable, and most importantly personable. You need to be mature as you wield power few others have, and to be responsible with a clear mind when intervening. You need to know when to step in to help, and you need to know when you need to step back to let someone else take over. Having power means knowing yourself, knowing when you can do good, or when you should let someone else handle something as you might make the situation worse, and having a firm grip over your emotions. All of this, to make sure that people have fun in a video game. Why do you want to be a moderator?: I have been suggested to try for the position by friends. Initially I was hesitant, but I hope to bring my experience in leadership roles to this community. I have held staff positions in several communities in the past, both in real life, and digitally, and I do find myself enjoying organizing ways to make sure everyone is enjoying themselves. It is very important to me that people are being treated fairly, like adults, with a level of maturity that they deserve, and I believe I can lend myself to help here on Aurora. What qualities do you possess that would make you a good moderator?: I try my best to be an understanding individual and to extend kindness and courtesy to those who would extend it in return. I believe I am patient, and I always strive to be fair and to give solutions to problems and not fester in them. I like to explain honestly my reasonings behind my actions, whether judgements or other decisions, I want whoever I am working with to know why I did something, why I chose a course of action. I want whoever I am working with to feel heard, and to know why, if anything, something is happening. Otherwise I also love helping people, to help foster ideas, to help people who do not know certain elements as well as I. For instance, helping people learn the game we play. I want to help people have fun. How well do you handle stress, anger, or insults?: Space Station 13 is a video game, at the end of the day there is not really a good reason to hold grudges or be upset at a video game, or let it get to you. I pride myself in my professionalism under duress. And the only way I am going to develop that skill even further is to expose myself to situations that could possibly add more duress. Insults have never really bothered me, and while I can be annoyed or stressed like any human, you just have to keep in mind that this is just a fun hobby, and not let it get to you. It is not the end of the world if anything were to go wrong. You just have to try your best to help where you can. Anything Else You Want to Add: I would like to thank the people who have convinced me to sign up for this. This could very well be a blessing, or a curse. So here we go. To you, the reader, I thank you for your time and consideration. Hope you consider me in taking the next steps here on Aurora. I will try my best.
  21. Not sure if I can comment, but I've had the privilege to watch Lent pitch and come up with ideas, and to observe their enthusiasm when it comes to Unathi lore is nothing short of refreshing. I do not know a single player on this server besides the current devs themselves who is as energized and knowledgeable about these nuked out lizards as Lent is. His dedication is unparalleled and it's honestly become a bit of a joke between us when questions on Unathi lore are brought up. Not only does he have the prowess, he himself is a very mature and well-rounded person. He seeks out ideas, takes feedback professionally, is constructive in his debates, and knows when to concede and when to push. This man's research is akin to scholars researching ancient history. It's not just someone wanting to make something their own, it is real passion I see in his work, real dedication, and if he were to become part of the lore team, you would find yourself an incredibly valuable member. +1 Best wishes to him, hope he does well.
  22. -1 Dominian (Kidding) +1 +1 +1 Boomerthor yet again shows his competence as not only a SS13 player, but as a leader. Flynn and Jimmy have always been characters I know I can rely on, and are fun to be around. Having now encountered Boomer's Operations Manager, I am nothing less than impressed yet again. He's professional, articulate, and handles misfortune and boons with dignity and responsibility. I personally think he would make an excellent command staff member, and probably should have been promoted to it long ago, with how he's demonstrated himself on past characters.
  23. I'm personally a big fan of mechs and the mech mechanics in game, and with the armory Security is packing and the tools operations can order balance might need to be adjusted all depending. I love the idea for this game-mode but I was wondering what style of gimmicks would go well with it?
  24. I have seen some absolutely superb changeling rounds, where the ling leaves a trail of bodies they've stealthily absorbed, but does it so it's like a serial killer leaving breadcrumbs so they can be caught. But, having said that, it has been a long time since I've seen that level of care or creativity. Either sec bodies the ling, or the ling does the previously mentioned back and forth that is so exceptionally stale. What's frustrating is that ling, as a gamemode, CAN be good given the right people on both Security's side and the Ling's, but that combination has become so rare you have to ask yourself what even is the point? Perhaps something can be done to ensure a more rewarding antag system to encourage more experienced players to play antag. I'm of the firm belief that a good antag can make any gamemode the best gamemode, and bad antags can lead to something like this very thread. We might just be applying a band-aid to a much deeper problem with this.
  25. Finally got to play a round with them and I gotta give 'em a +1. Very level headed and able to professionally coordinate one of the most stressful departments on the ship. Not only that, they've made a good character that is easily approachable, and reacts to situations in a reasonable manner. Just an absolute relief to see on shift, hope they get the slot!
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