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hazelmouse

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Everything posted by hazelmouse

  1. All my experiences with Jasorn OOC and IC have been very positive and enjoyable and I'm quite confident he'd be very capable in command. I also think him having substantive experience playing as an antagonist is promising for knowing how to play with them as command without dashing the pacing of the gimmick. +1
  2. Marooning offers more options, but isn't borging already as good as execution? I'm not sure I can recall a time when a borged antag didn't immediately jump into cryo.
  3. I don't have too much to add to the specifics of how this would work, but my view is that there being means to kill antagonists is really mostly a mechanical necessity. I find it very hard to believe that, realistically, the SCCV Horizon wouldn't detain everyone to be tried under Biesel law, or to be extradited to their nation of origin. The idea of immediately executing an already detained criminal on a dime, instead of keeping them detained and having them questioned at length to get information out of them and determine the extent of their crimes and further details, is incredibly goofy to me. It's, however, mechanically important that command can do this because a lot of antagonists won't have an end to their gimmicks until they're killed. Vampires constantly fleeing security, traitors blasting out of the brig several times over, that kind of thing. My cursory preference would be that the means of execution, whatever we want it to be, should be locked behind a clear inability to keep the subject safely restrained. If you can't do that, all gloves are off, but otherwise you're keeping them HuT for actual legal and corporate processes to address the issue post-round. No sudden executions based on a cursory or non-existent investigation unless absolutely necessary for the safety of the crew, it cheapens the weight of the act and is very abrupt.
  4. Last represents the Triple Moon. Tiny little crucifix to put on your stuff. Peace symbol, for those that would like to suggest something about the duality of man.
  5. A few simple religious symbols, I'll be working on a few more.
  6. Have an Idris Day!
  7. The idea of a solo ghostrole set on a tiny ship that can do diverse things is actually very engaging, and I intend to give it a shot. These are all excellent ideas and I absolutely concur that more dynamic ghostroles have immense potential, especially since we have submaps with which we can randomise elements of maps now.
  8. Could a brief description of how it works be provided, or linked if it already exists? I wasn't an engineer or an observer during the test round, so I'm not certain of how the mechanics work right now. A few things: How hard would it be to implement the same bluespace effect as is used in round-ending bluespace jumps, like before we had transfers, into the drive? The effect in the mini-event was a lot more rudimentary, I'd love to see the same effect as the old jumps implemented if it's not impractical. I absolutely love that atmos techs have a part to play with the drive, it's a wonderful bone to throw to an otherwise very limited role and it creates a nice trifecta of engineers, bridge crew, and atmos tech collaboration that I expect to find very enjoyable. For placement, I personally think that the gap on deck two between the supermatter and fusion reactors is the best place. It's in engineering, and it's in a strongly central point aligned to the spine of the ship. Failing that, either wing has a lot of spare space which I think could be made to work, especially if there's any appetite to add another drive to the other wing. A few ideas for mechanics: We need phoron to be obligatory to run the drive, but we also want complex atmospherics mechanics. You could design the machine to have two atmos inputs, one of which is obligatory phoron, and the other of which is a gas from atmospherics to act as some kind of supplement? Maybe the supplement could prompt the drive to engage a different kind of jump - so, chlorine causes one kind of jump, nitrous oxide another, etc, or each gas otherwise influences the final jump in a particular way? Maybe one gas makes it more accurate, another makes it drastically more accurate at the cost of distance, another makes it go drastically further at the cost of accuracy, so engineers can cook up their own mixes for different situations. If a dynamic system could be innovated that gives you a little more to do with managing the drive than simply finding the gasses with the best modifiers and sticking them in, that would be very inspired.
  9. I like this idea! The machinist focusing on producing more relatively mundane, practical things, while research makes the funny stuff that requires research levels to access, feels like a strong distinction. The only thing I'd question is whether this would step a little on the toes of the cargo shuttle, which I'd imagine is used for largely the same thing?
  10. I'd second this, I honestly think it's quite well used - very few people want to run all the way down to the remote deck one closet just to fetch some space cleaner. Janitor is already a fairly scarcely played job, removing the auxiliary closet wouldn't do it or service any favours. Security doesn't need any help staying well populated, I'd rather any expansions to it didn't come to the expense of less overwhelmingly popular roles.
  11. This is totally fair, completely down to preference. I will note that the wiper gives the wiped IPC the option to ghost as soon as it's complete for what I assume is exactly this reason - if you took that option, and the antagonist complained that you didn't stick around, I'd say that's very bad sportsmanship from the antagonist. There is a built-in opt out if you don't want to play a near non-character, you can explain it away in-character as the wipe having rendered the IPC unresponsive.
  12. I honestly never quite understood the angle for it not being in the uplink for those reasons, being as this is a server with vampire thralls, cultists, etcetera. I don't see the harm in wiping as a routine matter of maintenance being delegated down to machinists on-ship. I think the more stuff that can occur in the actual game rather than offscreen, the better. Failing it being given to machinists, though, I agree with Wevil that it'd fit far better with the OM than the RD. If it were at least in the same department as the machinists it might see a little more acknowledgement and use.
  13. Captains can already order for someone to be marooned on a hostile planet or shoved into a cyborg, being able to order for the deletion of memories isn't so drastic. I strongly doubt it's ever been or will ever be used outside of antagonist shenanigans, but I like that it's on the ship. On note of the wiper, I'd question why we don't just outright give it to machinists? They're the people you'd intuitively expect to have it, they already have the equipment to borg someone, why wouldn't they have the equipment to wipe someone? They can't do either without the Captain's approval and I've never seen someone stick someone into an MMI without approval short of being an antagonist. It'd save the OM or Captain the hassle of having to deliver the machinist the equipment.
  14. I've been around for every event in this arc, and by far the most impressive part to me has been how well it's involved every department. At no point did I feel that any department in particular had nothing to do or was forgotten about, and I'm especially glad that none of them - even the high intensity bloodbath - felt as if it were a security-exclusive occasion. I really, really like the idea of the Horizon performing more humanitarian aid. I played a service character for every event, which is typically not a department that has much at all to do in canon events, but I'm pleased to say that even service was kept quite busy in every humanitarian event. The first humanitarian aid mission was a little clunky on the service side for reasons I did push feedback for, and I'm glad to say that the two events after that were both insanely well supplied for service. The new event shuttle used for them was especially good, the current version of it contains absolutely everything I feel service could possibly need, as well as quite probably everything any other department could need too. The mapping for the arc was generally phenomenal. The first and last events were both full of an abundance of intriguing stuff to roleplay over, and the other three - particularly Mudki - were beautifully made. I feel a little sad that maps so well made as them might not see the light of day again. I'm also personally very happy with how the pacing was handled for the Izilukh event. I played a non-combatant character in the heat of the fighting, and in my experience it felt like there was a serious, real risk of death without it feeling as if the event handlers were trying to get people killed without their input. With the exception of the possibility of security failing, I never felt that there wasn't a good way for me to survive the fighting. Narratively, the betrayal by Izaku felt strongly like the crux of the arc, and it worked well for that. It produced a lot of interest from the crew with the vitriol aimed towards Izaku, and gave everyone a lot to talk about between events. A part of me does wish we got to play a support role in the campaign against Izaku, but I think there's very good reasons why the Horizon shouldn't have been involved at all, even if it were far from the fighting.
  15. https://github.com/Aurorastation/Aurora.3/pull/19741 If this change is accepted, it may also resolve the problem by simply reducing the length of the conveyor belts so that each machine can pretty much instantaneously accept materials.
  16. I don't have much to contribute for discussion, but the idea of this kind of ship is extremely compelling to me. It's been striking how much more freedom, and how many more origins and concepts, I can explore when spawning into an ship like the freighter than I could ever with a Horizon character. The setting of an independent vessel with no particular allegiances or significance seems like it might fit a ship setting better than a gigantic corporate power projection that needs to be carefully slotted into the lore to go anywhere or do anything.
  17. I'd absolutely love more fluff diseases. Right now, the breadth of ailments you can actually inflict on your characters that have any mechanical representation is extremely thin. If someone wanted to attempt to tackle more complex disabilities, like making asthma more mechanically complicated or introducing more illnesses like diabetes and pulmonary fibrosis, I'd absolutely love to see what they could come up with. Think pre-existing conditions that may proc off certain things, may require particular treatments, may require medical oversight during recovery, but aren't particularly lethal. If they did that, another thing I do believe is that the recovery ward should be less remote. It's never used right now because of how far away it is from everything and everyone, if we ever want to push more low-intensity medical roleplay with some mechanical backing then it'd be best if recovery facilities were readily available and understood to be in the domain of physicians. None of this gets added until someone actually puts the time in to code it, though.
  18. For the record, I intend to push for a fix for the Spark airlock woes. Once the map freeze is over I want to make it work identically to the Intrepid, with a separate pressure tank for airlock air supply at a lower pressure, with a pump connecting it to the distro tank rather than a valve. Pressure tanks have insane volume, so more moles, so it should be able to readily survive being forced.
  19. As a miner, I've had really good experiences with Armand Gessler! He's been very proactive and very interested in what I've been doing, not to mention just a plain interesting character I'd love to see more of. +1
  20. Last round, 80:20 proactively reached out to work on freezers in service for the synthetic service staff to lounge in, including transforming the back of the bar into a freezer. It was super cute and made me smile, I adore Chief Engineers that involve the crew in their projects. +1
  21. I've had nothing but good experiences, especially with Tsi Jho. They're a very competent roleplayer with a very good sense for pacing arcs and character development, and I think they'd be an excellent addition to command. +1
  22. Nyström has been nothing but well played, receptive to gimmicks, and competent with managing her department in my experience. I particularly like how well she seems able to push back against antagonists without invalidating what they're trying to do, and how much attention she pays to her department. +1
  23. This sounds interesting! I feel the titles might give something more of an air of legitimacy for actual departmental staff to humour them, more than they do right now.
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