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hazelmouse

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Everything posted by hazelmouse

  1. As of this PR, Atmospheric Technicians no longer have insulated gloves in their closets, and no access to them otherwise. This hamstrings the role into near unplayability, with a new inability to hack or fix doors, interact with live wires in any way, interact with APCs, fix vendors, open up the bar or kitchen for crew, etc. It hits lowpop players especially hard, since you're now unable to fulfil essential engineering duties as the lone engineer. I'd support a PR to have them readded, now with full documentation, to keep the occupation enjoyable for the people that actually play it. Thoughts? To be clear, this is not intended to be a thread on whether atmospheric technician should exist or whether it should be merged into engineer. Please do not derail it,
  2. Flak is a joy to play with in atmospherics! +1
  3. A very solid roleplayer that I enjoy being around, +1!
  4. AI Bugs. The stairway leading out of the AI shell chamber sends you back down to deck one if you try to climb it. I haven't been able to get the shell out of there, yet, so it basically doesn't exist. There is general weirdness with the static effect being shaded in certain spots, particularly around deck two starboard maintenance.
  5. For the record, my perspective is from a non-American and primarily lowpop player. If the current requirement for hivebot spawns is just that there are fifteen players then I can accept there's a chance for appropriate tools to not be present. I wouldn't hate for there to be a requirement for security and engineering, or security and a warden/command, I'm concerned that gating it solely behind a warden or command would largely eliminate hivebots during the hours at which I play.
  6. Bugs. When adding plating to table frames, the sprite remains unchanged. This applies at least to steel and wooden tables. A light fixture almost entirely covers the supermatter blast doors button in waste disposals, you have to track down a thin line of pixels or alt click to use it. Intercoms do not light up when the speakers or microphone is enabled.
  7. Bugs. The airlock controller inside the port propulsion airlock appears to be invisible, I can only use it if I alt click and select it on the floor tile inside of the airlock. Also, similar to what Lynx said, the orientation of wallbound devices on the Tarwa ship will need to be looked at.
  8. Ditto to this. Hivebots give me as an engineering main a rare chance to coordinate closely with security and medical to solve a problem in which all parties tend to get meaningful gameplay, I don't want them to be limited only to rounds in which the crew has all of the tools to resolve them in exactly the same way every time. I dislike the idea that events should only spawn if the crew has the perfect tools to fight them, it seems dull.
  9. Subjective feedback! A lot of the ship looks a lot more desaturated and higher on contrast than before, which can be a little hard on my eyes. I'd like to see the contrast reduced and a little more colour and shade brought back into a few sprites and departmental decals. Wooden floorboards look a lot more washed out in a way that's particularly noticeable in service. Ditto to this. A few departments, including medical, engineering, and deck two security, have gotten much brighter floor decals than before, creating a pretty jarring contrast combined with the darker walls and the new dark grates in the hallways. New and old medical are below, you can see how much brighter the new floors are. I'd like to see the floors darkened down a little, and the grates made a little lighter, to reduce the contrast. Conversely, areas that haven't had a big shift in colouration look way better than they did before. The crew armoury isn't hard on the eyes at all in comparison to the old sprites, the walls and the floors do not feel at odds with eachother. Overall an excellent update, and I'm looking forward to seeing how it develops as the kinks are worked out!
  10. Supported goofy engineering shenanigans very actively last round, even going as far as performing surgery on a monkey we injured in our disposals experiments, and was generally fun to interact with. +1
  11. An excellent CE to play with, and I'm also glad to see Burzsian offworlders getting some love. +1
  12. BYOND key: hazelmouse Discord name/id: rattydew Borg / AI names: MAINTENANCE.UNIT.023 is my cyborg, and if I acquire the whitelist I will be using VAFTHRUDNIR as my AI name. My human characters are Reem Faladay, Dana Aitken, Jane Aitken, Adea Dacina, and I mostly play Reem. Have you read the Aurora wiki page about the AI?: I have! I have also practiced the controls and mechanics in private. Why do you wish to be on the whitelist?: I've been enjoying playing on Aurora for the last few months a lot, and I'm interested in exploring more roles and whitelists! AI interests me in particular for being completely novel, it adds a whole new dimension to the game that I'm curious to explore, and I've heard about some very good and considerate AI roleplay that I'm interested to try my hand at. I have also enjoyed the rounds I have played as a cyborg up to this point, it's a little less taxing than playing a complex personality and it opens up a lot of fun writing. I haven't played antag yet, but I think I grasp pacing gimmicks well enough to play AI without sinking rounds like a dork. Have you received any administrative actions? And how serious were they? I haven't. Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? I do.
  13. Hazel nepotism aside, Rebecca is probably my favourite Captain to interact with + I also like the inclusion of a younger work-focused IPC that's earlier on in their development, sounds like it could make for some fun robot awkwardness dynamics that aren't present with more mature frames. +1.
  14. Stev as Xorie is very enjoyable to roleplay with, bug hours. +1
  15. Hazel here, might have seen me around as Reem. My experience as a new player learning engineering generally and atmospherics specifically over the last month is in agreement with these points. Engineering as a department has a *lot* of ground to cover and I've barely scratched it so far, I'll often get called out to fix telecommunications, hack a machine I don't even know what it does, something else I've not even considered I'd need to learn before then. I'd be more comfortable as an Atmospheric Technician knowing that I'm only expected to be good at a particular sphere and that I can learn the rest piecemeal with different roles. On note of thrusters, there's a lot of confusion on them that I think would be helped if cold phoron injection was more emphasized for engineers playing in for the absence of an atmospherics tech, like other atmos techs have said here. Fixing the wiki so that it no longer recommends poorly optimised setups would be a good start, and also, I might actually suggest allowing total thrust to be actually viewed from propulsion and not just from the bridge somehow. It might be useful to actually get a reading on how good the configuration is locally so you don't need to pester bridge crew or command to let you at the thruster console upstairs, or play on a private server to test it, particularly when you're teaching other technicians new methods in which total thrust and efficiency are a big deal. This may also help people learn to avoid outdated thruster configurations, as they'll actually be able to view why it's bad themselves.
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