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Everything posted by ASmallCuteCat
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Jay's player here. My character was only "involved" in the sense that he was present and active in the same area/department that everything took place in. He didn't contact Security, he didn't contact the Captain, if my recollection is correct he didn't even talk much during the confrontations apart from offering clarification to a couple questions that were asked. Jay was only at the meeting with the Captain because he was told to attend it, and he spent most of said meeting watching Security dealing with greimorians outside. In the later part of the round, I was completely locked in and frying my brain trying to keep the Warden alive. I have no idea what happened between Adzi, Command, and the rest of Medical during/after that, my focus was all used up. Jay had no part in the ingame aftermath surrounding the Warden's treatment or the IR. So, all in all, I would say that Jay was a bystander for the most part. Please let me know if there's anything else I can clarify.
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Jay Elder Call it the operating theater when I'm in there because I just act like I know what I'm doing Met the Grim Reaper, kicked his ass and took his clothes, now I take his victims right out from under his nose My MD stands for Major Depression Running a grow op out of Medical, I'm raising diona nymphs Crew thinks I'm mute, I just think they're deaf Gave a cat a bath, lived to tell the tale Call me a modem because I got connections, they'll hook me up Got more fuzzy friends and childhood trauma than a Disney princess They say I'm a shell, guess I must be metal as fuck This shit ain't nothing to me, man
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This topic has come up ingame and on the discord a few times now, so I figured I might as well make a thread for it! Right now, it looks like the timer after game mode voting is around 75-80 seconds. It doesn't allow much time for things like breaks, game crashes, Character Setup menus, or being able to respond to shoutouts in discord like "Hey, new round starting if you want in!" I don't know how long would be better for it, but I feel like the timer needs to be a little longer. Thoughts?
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That's likely what I'll be doing if there is a timeskip. The prospect is just overwhelming and stress-inducing, because there's so much up unknown, and there's already leaks and rumors flying around. IMO, giant, sweeping changes aren't always necessary to freshen up a setting. Unfortunately, "fresh" is subjective, and everyone's got their own preferences as to what makes things fresh.
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After a lot of thought, I'm realizing that I'm not too cozy with the idea of a timeskip. My roleplay style (in which I make a couple characters that I'm very attached to, and invest all my creative focus and energy in them for years at a time) doesn't jive so well with suddenly being launched in the future. There's just too much unknown, too much uncertainty, and no way of knowing just what will change. What happens to all the relationships our characters have made, and the development and progression? Personally, I feel like it'd be easier to do a large setting shift by doing some sort of calamitous event (Lii'dra invasion, Hivebots vs the Spur, and so forth) that doesn't require an entire reset on a character's existence, or floundering trying to figure out how they'll develop in the far future.
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As the title says. Currently, the two Xeno-B roles are reliant on others piloting them out to a destination to get cool xenofauna or xenoflora. I think they should have the ability to take the Quark out and do their own expeditions as well. This is especially rough for Xenobiologists, as then they can only play around with slimes on-ship, and would need others to bring back xenofauna from them. If the Xeno-Bs could pilot, then they could also organize expeditions. I don't see a change from the Xenoarchaologist starting an expedition, and then inviting other people from Science along. It just gives Xeno-Bs the freedom to do their own thing on exoplanets, instead of having to wait for a Xenoarchaeologist or a generous shaft miner to bring them around. I realize that Xenoarchaologist has nothing to do on-ship, and *needs* to go to away sites to find things for their gameplay. However, Xenoarchaeologist can take the Intrepid - also I feel like if people are hogging the shuttles and refusing to pick up someone who needs to use the shuttle, that's something that should be handled IC and/or ahelped if it gets out of hand.
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Hi and welcome! I sadly don't know much about troubleshooting SS13, but have you tried joining other Space Station 13 servers, and if so, do you get TGUI errors on there as well?
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accepted maxspells command app
ASmallCuteCat replied to maxspells's topic in Whitelist Applications Archives
I haven't had a great deal of in-depth interactions with Maxspells, but the few that I've had were thoroughly enjoyable. They're a good roleplayer and communicate well OOC. I think they'd do great playing Command! (no pressure Max >:D) +1 -
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I don't know if it's already ingame and I've just never noticed it, but if this is implemented (which I hope it is!) I'd like the "Intruder" roles to have the choice of getting an uplink like Traitors do.
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accepted Silvorz's Command Application
ASmallCuteCat replied to Silvore's topic in Whitelist Applications Archives
My experiences interacting with Silvorz have generally been pleasant, they seem like a solid RPer. +1 -
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The only thing I can think of would be to add another set of emergency shutters between the airlock and the rest of the ship - as it is right now, if the Intrepid runs into that hiccup where the airlocks don't close before takeoff, the majority of the passengers and compartments will get vented. Apart from that, the redesign is lovely and I can't wait to see the new Intrepid in action. Major kudos.
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Tighten Command's ability to exclude crew from Odysseys
ASmallCuteCat replied to hazelmouse's topic in Policy Suggestions
+1 to all this. Being left behind on an Odyssey doesn't just mean that you don't get to participate, it means that the only information you have is bits and pieces dropped over comm frequences, and rumors. Often leads to going "whoa, what? what's going on? what's happening?" and having to play the confused, out-of-the-loop guy for 2 to 3 hours is not exactly what I'd call engaging or enjoyable. There seems to be a bit of a hitch in communication in this thread - it could be my less than stellar ability to read, but I feel like some of the posts are addressing totally different topics. Again, I don't think anyone is pushing for "the storyteller MUST provide service and ops something to do" or "command MUST send service/ops members down" If my reading comprehension is correct, the initial topic posed was that Command shouldn't go "No, you're not security or med, you can't participate" at the initial departure, along with the Storyteller and Actors making it feasible to send non-combatants down at the start of the odyssey (as in, it shouldn't be an outright warzone at the start of things and the story should escalate its threat) Players should be allowed to participate if they desire to participate. Even if their characters wind up being chivvied back onto the Intrepid and sent back to the Horizon as soon as the grem fiesta is discovered in the basement. They need something to talk about, something to bond over or argue on, and if they're barred from the odyssey to begin with, they've got absolutely nothing in that regard. -
Tighten Command's ability to exclude crew from Odysseys
ASmallCuteCat replied to hazelmouse's topic in Policy Suggestions
It's not a black-and-white situation - I don't think anyone in this thread is saying, "Everyone on the ship MUST be sent down, no questions asked, no matter how dangerous the situation is!" I think it's more along the lines of, "Any player who wishes to participate should be given the chance to go on the mission." There will of course be instances where things get too dangerous for this to make sense, but to quote Mr. Popper... All in all, I can't speak for other people, but I'd rather chill by the Intrepid chatting with a few other crew members while we do some unimportant busywork, than to get barred completely from going on the away mission and left to AFK on an empty Horizon. -
Tighten Command's ability to exclude crew from Odysseys
ASmallCuteCat replied to hazelmouse's topic in Policy Suggestions
+1, wholeheartedly agreed. I think there should also be some responsibility on the Storyteller and Actor side of things - for example, the Storyteller shouldn't go "okay, this odyssey is MILSIM LARP OORAH HORIZON BEAM DOWN YOUR BEST SOLDIERS YOU'RE GOING STRAIGHT INTO HIVEBOT HELL" because then, it would be hard to justify (from an in-character perspective) sending anyone other than Security and Medical... and boom, that's 4/6 departments shut out of participation. fyni beat me to it This is probably a big reason why my hype for odyssey has died out as sharply as it had. Sometimes, volunteering to be the person who sits out the initial scouting mission means you wind up in exclusion jail with the rest of Service - even if you're in Security or Medical. -
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Truly the hardest part of making characters... coming up with a name. IRU-Sable's handler while they are assigned to the Horizon is Gladys Park. She's a long-time employee of Idris with several years of experience managing IRU units. The IRUs under her oversight are treated well and kept in good repair.
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I just think they're neat, and so I spent several hours coming up with silly little headcanons for them. I've toyed with the idea of submitting this as a lore canonization app, but for now I'll just keep it in Fan Fiction as I'm not sure what the standards for lore canonization are. This is just something I did for fun. ------------------- Space Carp Cyprinidae carpio astra Conservation status: Least Concern An omnivorous, space-faring creature that closely resembles a fish. Like most carp native to Earth, the Space Carp has a robust build, though its physiology is more suited to survival in space rather than water. Space Carps are generally purple in color, ranging from deep violet to shades of almost pink magenta. Their bodies are covered in rough, thick scales, which protect them from space debris as well as ionizing radiation. Although Space Carp are capable of surviving in hard vacuum, they possess gill slits, suggesting the ability to survive underwater. Space Carps have two pairs of faintly bioluminescent blue eyes. Both the presence and absence of gravity, whether natural or artificial, appear to have no impact on Space Carp wellbeing or locomotion. Researchers have not yet discovered the method behind Space Carp antigravity. The fins of a space carp are slender and elongated, with the pectoral fins ending in a sharp, keratinous point. The dorsal fin is short and stubby. Unlike the tail of Earth carps, the tail of a Space Carp resembles the tail of a whale. It is forked in a Y-shape and exhibits vertical motion as the animal swims, rather than the left-right motion of most carp. The most well-known feature of Space Carps is their teeth. Like sharks, Space Carps regrow teeth throughout their lives, quickly growing new ones to replace any that are broken or lost. Their teeth are capable of shredding effortlessly through organic matter, rock, and even metal. Carp teeth commonly protrude outside of their mouth, giving off the appearance of having tusks or fangs. Short horns, made of the same substance as their teeth, grow from the top of the carp's head. Like most fish, Space Carp reproduce by spawning. A female will find a suitable, sheltered crag in an asteroid or other large structure (such as a space station or starship) to lay her eggs, which will later be fertilized by a male. After one month, the eggs will hatch. Baby space carps (sometimes called 'fry') bear only slight resemblance to the adult of their species. Their bodies are similar in shape to that of a wingless diona nymph, with a large head, plump body, and pointed, stubby tail. Space Carp fry lack the keratinous points on their pectoral fins, as well as the cranial horns. In addition, fry only have a single pair of eyes, and will develop the secondary pair as they reach maturity. Upon hatching, the average fry is between 10 and 16 centimeters from the snout to the tip of the tail. Space Carp fry receive no parental care after hatching. A nest will generally stay around the location where they hatched, feeding off whatever they can scavenge until nothing but dust remains. Afterwards, the juvenile carp will move on, sometimes forming a school of their own, or merging with another carp school if their migratory paths collide. Surprisingly, Space Carp are capable of simple vocalizations, even though sound cannot travel in their native habitat. Carp fry can produce a brief gurgling sound, though it is unclear what the purpose of these vocalizations are. Domesticated adult carp have also been recorded "glubbing", whereas wild carp are often completely silent. Space Carps are known for their aggression and destructive tendencies. However, numerous accounts of tame or even domesticated Space Carps exist. Taming Space Carps is a difficult endeavor as the adults are so aggressive, but carp fry that have been socialized from hatching often exhibit calmer temperaments and even signs of curiosity, affection, and friendliness towards familiar sophonts. Space Carps are not assumed to be particularly intelligent animals, though that may be due to a lack of research and observation. There are many anecdotes and unverified claims that domesticated carp can learn verbal commands, be clicker trained, recognize their handlers, recognize their name, and even demand attention through their vocalizations. However, research studies have shown inconclusive and conflicting results, and so the intelligence of Space Carps remains uncertain. Space Carp are theorized to have no definitive lifespan. After reaching maturity, they grow slowly in size as long as they are alive. Space Carps are omnivorous, opportunistic scavengers that prey on nearly everything, even rocks and carrion. They will consume anything that provides even the slightest bit of nutrition, even exhibiting cannibalism towards dead, weak, or sick members of their own species. Interestingly enough, Space Carp show no aggressive or predatory behavior towards other healthy members of their species. It is suspected that the hunting and consumption of unhealthy carp helps ensure the survival of the healthiest and strongest animals. Although Space Carp are not venomous, they produce a compound known as "carpotoxin" that resides in their bodies. Unathi are capable of digesting carpotoxin, and as such, Space Carp are a staple food in their diet. This toxin can be isolated from carp meat, or harmlessly extracted from a live specimen. One of the most well-known uses for carpotoxin is in the production of Rezadone. Xenofauna researchers propose that carpotoxin may be the key factor that allows Space Carp to metabolize nearly anything they consume. Space Carp have a larger, more vicious relative known as the Space Shark. It is unclear if Space Sharks are simply older space carps, or if they are a species all their own. One leading theory proposes that a Space Shark is a carp that has amassed excessive carpotoxin in its body, likely from mutations or consuming the meat of other carps. Last but definitely not least are the elusive "Space Whales". They are believed to be ancient Space Carp that have grown to enormous size. Unlike their smaller relatives, Space Whales are reclusive and peaceful animals.
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