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Astronomy, IT, Games
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Software developer (Cloud/Fullstack)
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Byond CKey
k3fabian
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FabianK3's Achievements
Virologist (14/37)
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FabianK3 started following Airlocks opening on powerloss , Signage , The Ill-Fated - Command Whitelist Application and 3 others
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Recently saw a documentation about the semiotic standard used in e.g. Alien and thought about what if Aurora had it's own semiotic standard - Came to the conclusion that it probably won't work so well as there are *a lot* of different warning and info signs to convert or rather that need to be created to form a complete set... At least in the format of Ron Cobb. Another issue I found is that some specific signs in the Ron Cobb style can look so abstract that they lose the ability to immediately convey the meaning of info or hazards, especially for technical oriented areas. ...At least compared to how we are used to any form of signs nowadays. Nonetheless, in terms of style: I find them very very very cool.
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The Ill-Fated - Command Whitelist Application
FabianK3 replied to The_Ill_Fated's topic in Whitelist Applications Archives
Ill-Fated's characters are not only very distinct from each other but also feature a lot of depth. RP with them has always been fun and engaging, personally especially with Eliana. I think their answers are well put and I was rather surprised to learn about their previous WL - I'm certain Ill-Fated is quite capable to play a command position and based of their current mindset; I'm surprised they had an issue before - Looks like a lesson well learned. I'd love to see them have at it once again. +1 -
JoeTheBro's Command Application
FabianK3 replied to JoeTheBro's topic in Whitelist Applications Archives
I cannot overstate how high Joe set the bar for engaging HRP with their characters. Darvan alone is an example that I believe really speaks for itself in this case. I have no doubt that Joe is more then capable of providing command characters to the crew that will bring meaningful interactions, HRP and live up to the whitelists expectations. I'm rather surprised Joe doesn't have the WL already. +1 -
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FYI - @TheGreyWolf recently came up with a fix that likely addresses the issue described here. https://github.com/Aurorastation/Aurora.3/pull/21679
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Issue addressed via https://github.com/Aurorastation/Aurora.3/pull/21610
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Besides the changes to the PDAs capacity / round start value - Where would outlets be fitting within the brig? I'd assume the community area of the brig, cells sounds a bit much, no? Would outlets pose any threat within a brig to security or the prisoners? Otherwise outlets are easily added.
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Personally am not a fan of extending emergency kits, as @Jasorn suggested, this can lead to involuntary/accidental powergaming - Why would a doctor, gardener, librarian have a crowbar at all? Doesn't seem right RP wise either. I think the emergency kits should be replaced with more publicly available equipment like medkits, O2 lockers and so on- But this is a whole other topic. I believe safety mechanisms that don't require additional tools sounds very reasonable for a ships design and operation. You would expect a ship / area to have the basic functionality to assist in emergencies, in this particular case door overrides on power failures. Generally, personal safety equipment is something to me for specific roles, jobs or tasks.
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How about 2x capacity? Would result in 180min of charge if I'm not mistaken. Would give you a fair chance to get through a basic round without your PDA dying, which I think would be neat if you charged your PDA before the shift (high roll on the initial charge).
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Perhaps we can give everyone a different battery level at round start (70-100% for example?) to fix the unified death of PDAs and buff it's capacity? The small capacity and synced battery death is annoying, but I do like the battery mechanic, it's nice RP fluff.
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Currently airlocks that are considered secure don't open on power loss, reactor doors or external airlocks for example. If the behavior is switched around, all doors could get that manual override on power loss feature, except those who are currently considered secure. Those would keep closed and won't be able to be opened without power to keep them secure. Unless concerns about that idea are voiced, I can look into that.
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"Emergency hydraulic release. Pull lever five times to release hydraulic pressure to override locking mechanism. Mechanism only functional during loss of power." Sounds great.
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After another dead-pop round* without power I once again noticed that airlocks open when they loose power. Thinking about it, it seems kind of odd to me: Does it imply that airlocks are actively held close? Seems counter intuitive to me. Would it be better if it were the other way around? Things I considered: - Open areas allow any kind of hostile creature to roam around uncontrolled. - Venting will result in pressure loss as shutters are not always instant to close. - Depowered areas are immediately free to enter for anyone without regard. Considering a spaceship requires area segmentation for multiple reasons, I think the other way around would be more reasonable. Are there gameplay reason opposing a closed-by-default behavior? - Crowsbars and emergency axes are around, so depending on the circumstance, crew can free other crew if the default would be closed without power. What do you think? Would it be worth it or possible to change this behavior? *Most commonly seen on dead-pop rounds, but also a concern in any other setting.