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Byond CKey
hazelmouse
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Plasma Researcher (22/37)
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Nerf Reavers, diversify mining hazards
hazelmouse replied to VeteranGary's topic in Suggestions & Ideas
So long as you spot them early and immediately begin kiting, without having backed yourself into a corner with no escape route, reavers can be reliably dispatched with even a basic accelerator. I feel you should be grievously maimed if you attempt to trade with the big purple asteroid monster in melee in the standard mining voidsuit. For reference on a few stats: Reavers: 100HP, 30 Melee Damage, 10 Speed Carp: 25HP, 15 Melee Damage, 4 Speed Greimorian Warriors: 200HP, 15-20 Melee Damage, 6 Speed Greimorian Hunters: 120HP, 10-20 Melee Damage, 4 Speed Sharks: 100HP, 20-25 Melee Damage, 4 Speed They aren't particularly tanky, the one thing they have going for them is enough speed to usually avoid being shaken off by an evasive miner. These only spawn in mineral asteroids, which are intended to be high-risk and high-reward - they wouldn't be exciting without the risk. Wouldn't it feel a very trivial environment if you could just flee from every hostile mob? I do agree it'd be worthwhile to expand the roster of asteroid mobs, that said. Maybe we could finally find a use for the ever-neglected phoron worms. -
Our setting's lore tends to be very isolated according to whichever team wrote it. Collaborations between lore teams often end with one taking full control over the faction to the exclusion of the other, so almost every faction's history exists in a vacuum with minimal relations to anything not also written by the same team. Would you say that the lore of the time-skip should integrate the histories of the setting's various species closer together, and if so, how would you achieve this despite the structure of the lore team usually discouraging inter-team collaboration? Do you believe the setting's scope should become less or more expansive following the time-skip? Should any origins or factions be cut out entirely, or any introduced during it? Would you say that you're looking for the future ship to be more military or civilian in atmosphere? How would you ensure that your desired atmosphere is maintained?
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Roughly how many of these actors do you believe should be established at maximum, and what approach do you feel would be best to make them feel like an immanent presence on-ship? Would you say there should be limits to how fantastical the setting should be portrayed, and if so, around where would you draw that line? There is support in our lore for a breadth of fantastical or reality-breaking nonsense, owed largely to bluespace, but it hasn't really been majorly utilised except as an excuse for funny science mechanics - should we lean into or away from this? Can you elaborate on how you would rework our wiki presence? Do you believe any lore should be cut out to make our wiki more digestible, and if so, which lore should that be? Around what length would you say is advisable for the page of a single origin? Are there any ways in which the lore team should adjust its writing style to be more accessible to new players?
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I'm not levying judgement on this as a developer right away, but I'm not confident in any redesign for service which breaks up the trio of the bar, kitchen, and hydroponics bay like this does. Right now, the only saving grace service has in spite of its unenviably remote position is that all these facilities are close enough to function as effective anchors drawing players towards the cafeteria. I think any movement of any of these facilities needs to coincide with a total shift of the entirety of the department to that new position, doing it piecemeal is going to create many more problems than it solves. That said, I am very fond of the placements for the workshop and for the chapel.
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Lafayette's Z.I. Expansion
hazelmouse replied to Faye <3's topic in Lore Canonization Applications Archive
After far too long a wait, this has been accepted and incorporated to the wiki! -
This is because turf lighting is wildly unpredictable and impossible to perfectly account for, even when it's not broken. This is resolved with actual hydroponics trays by their in-tray lights, and it should be easy to diagnose with trays since they tell you exactly what's wrong - neither of these factors apply to the soil mounds in the garden. If I had my way they'd have been replaced with trays months ago. I don't really have the energy or interest to touch this now, but for a few thoughts: Growth stops entirely at very inappropriate light and heat, but also speeds up if very close to a plant's ideal light or heat values. Removing tolerances entirely is absolutely an option, I may have been too harsh in stopping growth entirely outside of them. If someone does tackle this, it'd also be a good opportunity to link plant growth to a timer rather than to RNG age++ - they grow so unpredictably right now because it's totally random chance if they advance in age per each process(), which sucks. It'd be trivial to give the more advanced inspect readouts to the soil plots, which I do think would also be a productive change. It'd help clear up confusion on what's causing a plant to fall afoul of its preferences or tolerances, particularly since people using the garden are unlikely to really understand these mechanics very intimately. Ultimately, the rework hinged and still hinges on hydroponics necessarily being less accessible than it was. Formerly, growing plants had literally no fail condition - there was *no* way to unsuccessfully grow any plant in the game. Even if you grew an Adhomian plant at tropical temperatures, all that'd do is harm the plant slightly over a long time without stopping its growth; most of the time the plant would mature before it even died. The shallowness of these mechanics is why hydroponics was a hollow, empty role. Either the public garden can be totally accessible to everyone and able to grow every plant in the game with no fail condition, or hydroponicist can have mechanics which are more substantial than something anyone else in the crew can do. You can't really have both here without compromising the other, IMHO.
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Feedback Thread: Crescent Expanse - Warp Lane 7 Miniarc
hazelmouse replied to kermit's topic in General
This last event in particular was absolutely wonderful to play! I think the highlight for me throughout the arc generally was the integration of the scarcity PR, it did a better job of communicating the current state of the ship via mechanics than anything in any preceding arc I've played. I think the changes made would've been a little annoying in any other scenario but the one in which they were implemented - having drinks removed from the bar arbitrarily would just be frustrating, but it's immensely atmospheric when there's a genuine in-universe reason for it you can roleplay with. I didn't really participate in the forum minigame as I wasn't actively playing any bridge or command characters at the time, but I thought it was cute. I do suspect that the participating players may have gotten a little fatigued by it after the first few posts, but someone who consistently posted on the thread could give better input there. I think the intensity for almost all the high or extreme events was a little lowballed to my expectations and there is room to make them a little more lethal or dangerous within the existing categories of intensity. I don't believe deaths are a good metric for gauging intensity, but to eyeball it, we had one extreme-intensity event in which nobody died or was meaningfully injured, and another in which one person died. I think either we can afford to loosen up the escalation rules for volunteers, or to amp up the lethality of their weapons and gear. I did appreciate how restrained the volunteers were; it gives a lot of security playing a well-established character in an event when you know that, unless you're a combatant, you're not really likely to be targeted unless you do something stupid. Picking up a gun serving as an 'opt-in' to being fair game for volunteers is a pleasant dynamic which gives the crew a lot of agency in the level of the threat to their characters. -
Lafayette's Z.I. Expansion
hazelmouse replied to Faye <3's topic in Lore Canonization Applications Archive
One more requested change: Due to concerns over the closeness of the association between the existing 'Ritter' line character on-server and this LCA, please find any other name for the line other than 'Ritter'. This can be anything and doesn't require any changes to the line besides its name, so long as it isn't the same name as is held by the character that already exists. -
Lafayette's Z.I. Expansion
hazelmouse replied to Faye <3's topic in Lore Canonization Applications Archive
While change requests have already been lodged to the author of this application privately, I'm also posting them here for the sake of clarity. For this application to be accepted, please implement the following changes: Please remove the correcting device from the draft - it doesn't really match with the sociological lilt of the rest of this application. Please flesh out the mechanics around unit leasing a little more - how does it work, and what reasons are there for the practice besides 'bolstering company morale'? Justifying this as a service typically provided to high-ranking or high-performing Zavodskoi employees may be a step in the right direction. -
accepted [ACCEPTED] nice pvths' nice ipc application
hazelmouse replied to pvths's topic in Whitelist Applications Archives
Can you elaborate a little more on how positronics experience self-preservation, and how this has influenced Hazel #S-H3.198's life and behaviour? What are Hazel #S-H3.198's long-term goals? What are they striving towards, and how do they view their time on the Horizon as a step to achieve this goal? For instance, does she have any intention of repairing the mismatched patches of skin on her arms? -
accepted [ACCEPTED] nice pvths' nice ipc application
hazelmouse replied to pvths's topic in Whitelist Applications Archives
Thank you for the application! A few questions: You haven't touched much on the mechanics of how positronics gain skills and knowledge, or the implications of their programming on their behaviour. Can you elaborate more on these topics? Hazels are designed to be highly sociable and charismatic personalities - is there any reason why Hazel #S-H3.198 is so insular to other synthetics and so distrustful of organics generally? NanoTrasen has been the owner of Hazel Limited for several years, although Hazel #S-H3.198 predates the buyout. How does she feel about Hazel Limited and its relationship with NanoTrasen, her current employer? Does she chafe with the behavioural guidelines of her manufacturer? How and when did Hazel #S-H3.198 achieve self-ownership? How does she feel about her freedom as opposed to her time in ownership - is one preferable to the other, and if so, why? -
Thank you for your answers! A couple more things: Bishop Cybernetics has its largest manufacturing plant on Eridani I, rather than Mendell City. Please adjust the text of your application to suit this. You haven't touched much on how BAM#2432-2459 has been influenced by recent spur-wide events, notably such as the Phoron Scarcity and the Solarian Civil War. Are you able to elaborate a little more on this topic?
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Thank you for the application! A few questions to answer: You've mentioned how the positronic brain is similar to a human brain, but haven't elaborated much on what differentiates them. How does a positronic view and experience the world differently than a human, and how does this influence their development? Synthetics within the Solarian Alliance are usually conditioned not to anticipate their own freedom. How does BAM#2432-2459 view self-ownership, and how have those views been influenced by their experiences on Venus? Is freedom something they aspire for? How is BAM#2432-2459 treated in their new ownership under NanoTrasen?