Jump to content

FabianK3

Members
  • Posts

    24
  • Joined

  • Last visited

Personal Information

  • Interests
    Astronomy, IT, Games
  • Occupation
    Software developer (Cloud/Fullstack)
  • Website
  • Location
    Germany

Linked Accounts

  • Byond CKey
    k3fabian

Recent Profile Visitors

4,305 profile views

FabianK3's Achievements

Botanist

Botanist (5/37)

  1. I sadly don't have any experience with their characters yet, but just recently I was part of a round they played an antag in that gave quite some positive content. Based of the mentioned round I can only agree. Gimmick and escalation levels are something they do have in mind and I do think that will reflect positively to the command role(s) facing the gimmicks of other antags, especially as HoS. I think their responses meet the common expectations and I'm interested to see Skalnac during a trial.
  2. Hi! I'm playing Bradley Knight, the atmos tech you have referred to. I hope i can shed some light on the round, provide some new perspective and hopefully help clear some things up for you. I joined mid-round as far as I can remember and just arrived after the antag presented themselves. Not long after the antag made it clear that one of their goals was to utilize the bluespace drive (among other non-relevant things). The crew manifest at time had no command staff or any security. The hostage that was taken was the only engineer besides me, they have been assaulted and threatened to get the drive going. It should be noted that regular engineering personell isn't capable of completing that task alone. My character was faced two direct issues: 1.) A coworker and good friend of Knight was threatened, already (somewhat) injured and yelling for help. There was nobody else to take any action in any form. 2.) There was an immediate threat to the whole ship but utilizing the bluespace drive without the technical expertise and goodwill - Misuse or in proper use of the bluespace drive can result in heavy damage or even the destruction of the ship. The important context to both of those issues: - There was no command staff to start any form of proper negotiations or handle the situation. - There was no security to handle the antag directly in any form. - There was a direct threat to the crew. - There was a direct threat to the ship utilizing engineering equipment my character is directly responsible for/trained with. Low pop rounds with out command or security can generally be sometimes a bit difficult to balance with heavily armed antags (the goal is to have fun, not to "win" after all). With that context, let me explain what my way of thought was and how Bradley and others tackled the situation: As others have already said, the goal isn't / wasn't to hunt or arrest the antag. The in-character goals were to try to help the injured crew without taking extrem measures and handle the immediate threat to the ship if possible. The most obvious plan and also what happened was that I talked with the mentioned xeno scientist on how they could do that while not overstepping their role and expertise in-character (and, obviously, without directly breaking rules or powergaming). The solution was A.) to utilize the tranquilizer gun research has access to and B.) utilize plants the scientist grew that also contained sedating properties while C.) making use of the access an atmos tech have considering the situation was unfolding in the engineering department. The plan was to redirect the attention of the antag away from the bluespace drive and if possible, to help the injured crew with them in it. This is another reason, as why you were needed as a medical character. I like to make this very clear: The goal was not to hunt the antag or to scare them away, the goal was to help the crew and eliminate a direct threat to the whole ship. This shift in perspective is probably the first and most important step to finding a balance in this scenario, in my opinion. The action then unfolded like this: Bradley and the scientist entered the maints after looking into the drive using the cameras. Their idea was to get the antag out and busy with the scientist that was able to (non-lethally, this is important in my opinion) to keep the antag busy, while Bradley tried to look after their coworker and the drive. And that pretty much played out like that - The antag did follow the scientist and Bradley was able to look into the room. To our own surprise, the tools we had chosen did not only keep the antag busy, but managed to sedate them. We were then (involuntarily) faced with the situation of what do to them (to cite the ingame vibe at that time, between multiple people: "Oh shit, what do we do now?"). To completely get rid of an antag without security/command and on low pop isn't/wouldn't have been fun for anyone, so that clearly was not an option. So we looked again for the tools we had at our disposal and science had their containment cell. It's now important to add: When looking at the sedated antag, we purposefully did not remove all their gear - There never was the intention to stop the gimmick of the round in it's track. That is also the reason the antag broke out of the cell (Suprise! Surprise! Sometime you have to play along to make it a fun round). After a couple of chases around some maints, the antag vanished around the ship and the plan failed from an IC-perspective. OOCly, this gave more then a full hour of stuff to do for most of the low pop crew at this time. In the end, the antag managed to get back into the drive and do some stuff with it. They did execute the engineer they managed to catch again (with their consent) as the engineer failed to setup the drive (due to IC lack of knowledge). This led to the antag to break of their mission and leave for good, as it also was closing in on the end of the round. Just close of that / in parallel at the end, a security officer did come up and Bradley dropped everything to quickly brief said officer and get them rolling instead of continuing anything on our own. So - What is the difference I see in what you were trying to accomplish from what you shared in your posts? - Bradley was directly involved in the gimmick as it was about the bluespace drive. - Without any form of command and security, there was nothing else to do but to interact with the antag in some way due to the pending threat to the ship from an engineering perspective. - The tools used and actions taken were in the skillset and expertise of engineering and research. - The antag was given a lot of advantages on purpose and no lethal options were planned to be used. (The tranquilizer gun shot missed, and science threw plants at them...) - No weapons like content from the armory was used. The goal wasn't to scare the antag "away" but to keep them busy to help the injured crew. - The plan was "bait and run away", not "arm up and threaten". I know, for a fact, that would I have asked to get a gun from the armory, I would've been told no. No questions asked. What goes for you, goes for me as well. I have no doubt about that. Perspective matters. I hope this answers your primary concerns about that round. Additionally, I like to mention something that seemed to have bothered you in-round from my perspective: When Bradley arrived, a while later, I asked you for the captains spare card you were carrying. My thought in that scenario was, as mentioned before, some interaction with the antag was necessary and without command, utilizing resources from other departments like science and engineering sounded reasonable. In addition, it didn't feel right ICly to have a character that is not even fully employed yet (a training role OOCly, a resident ICly) to have the captains spare card. Bradley (and others) felt responsible for taking said card to keep it secure. This does not imply we didn't want you to have it, but rather to keep it in the hands of personell with higher responsibilities at that time. The fact that you were wearing a locked hardsuit on your back was only made known way way late in the round. Of course we would've helped you out of that suit if we had known earlier. When you did share the issue, it was in a rather high intensity moment without much time for that. Whether or not it was appropriate for you to get in the possession of the captains spare card or wear the hardsuit is not for me to decide. I hope I was able to give some insight into the round and what I think is different about the approaches the low pop crew chose during that round. My personell suggestion is: Ahelp when things are unclear and maybe ask for directions instead of asking for allowance, the staff is genuinely welcoming and helpful in this regard! I remember having the similar questions about how to handle such situations when I joined Aurora. Let me know if anything else is unclear to you that I might be able to clear up further. P.S.: It doesn't feel great to read about somebody asking to ban people in an informal complaint because you had an apparently different experience then they had. I'm certain the staff will take action when needed without asking for drastic measures...
  3. Not planned. @Fluffy explicitly pointed out to me to add only one and i concur. Also, i suggest moving PR related comments into the PR, my PMs or code-dungeon to keep the thread cleaner ❤️
  4. The first step: Jaws of life for Atmos techs to resolve the issue of having to rely on engineers. https://github.com/Aurorastation/Aurora.3/pull/20138
  5. Getting into the locations where ATs need to be is the thing with most priority for me, what ever it takes. Nonetheless i think Mr.Poppers ideas have some potential to follow up with, unrelated to ATs trouble to getting into places.
  6. I think the idea is great, but those bolted down and broken airlocks are a NIGHTMARE if you have to fix more then two of them. Not sure if engineering would appreciate that.
  7. As an atmos tech main for over a year i fully support your initial post Mr.Popper, i absolutely agree and thought about this pretty often myself already. I think the ideas you brought up are sound and a good step. I concur, currently every common person playing engineering has a very good understanding of what is considered engi or tech gameplay primarily. I also agree that atmos techs don't need gloves as electrical work is not their intended job, i also strongly agree that techs lack access to properly let them fill the role of emergency personal - It's a pretty daily task to ask engineers for wires or even gloves just to even get to any worksite that is outside of engineering. I also agree with removing rcon/powermon access for the techs as it's not their primary job anyways. Since i joined the server and picked up atmos tech i heard about some resistance to these changes, but never fully read an "official" reason against them, it's nice to see somebody pick up the issue engineering faces. Prime example i personally had a couple of weeks ago: - Breach on the bridge, one engineer and AT on deck - AT goes up to breach, engineer agreed to take on other task in the meantime - AT can't get in the bridge, asks for wires. Engineer (not aware ATs don't have gloves at that time) continues with back-and-forth "just hack the door". - After the situation got resolved engineer shows very visible confusion on why ATs don't have access or gloves While the bridge obviously isn't considered for regular access, it's a prime example for ATs not beeing able to do their job without the assistance of at least one engineer. Every engineer would've simply hacked in, the type of area to be entered doesn't matter in this. With raised access this issue would be resolved. It such a bad feeling standing an airlock away from a breach or even a spreading fire and yelling for access, it's depressing.
  8. Having played a couple of rounds command and non-command with Hydra reinforces the +1 definitely. Their decisions are well-thought through and they take interest in the on-going things around the ship. They are well suited for the WL in my opinion.
  9. I interacted on many occasions with some of Toomies characters. Everyone of them has distinct features giving off very different characters and how they interact with you. All of them feature a very good set of RP and feature a lot of depth. I have also seen Ivory Levi as interim and they did very well - RP and command-wise. Sadly i haven't had the chance to play with Derrick Hydra yet, but all other of Toomies characters are already enough to give a solid: +1
  10. A bad day for the chief engineer. 2466 and we are still facing spam, scams and crypto... (Wonderful gimmick.)
  11. Ricky Oberst, Captain.
  12. Thank you for your feedback! Getting targeted as command member in my first trial round was certainly something, a shame the imposter had been outed so earlier. I am glad about the positive feedback about the round, as i intentionally tried to gave them the needed leeway to properly continue their gimmick when i realized what happened. I understand your point about the first task including paperwork - From my point of view it felt a little like the average low-pop snooze extended round and my idea was to perhaps give you two engineers any task to not just sit around and perhaps a basis for RP, i am glad the second task i gave you was more in your favor. Somebody already mentioned to me that paperwork-tasks aren't exactly to everyones liking and you pointing it out definitely confirms that to me. I'm not planning on sending the engineering team on the endless quest for bureaucracy in the future, that's for sure!
  13. VR event round on the Horizon - Dead diona / nymph didn't take the L lightly.
×
×
  • Create New...