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Everything posted by FabianK3
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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.
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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...
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Reinforce Engineering's Division of Labor
FabianK3 replied to Mr.Popper's topic in Suggestions & Ideas
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 ❤️ -
Reinforce Engineering's Division of Labor
FabianK3 replied to Mr.Popper's topic in Suggestions & Ideas
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 -
Reinforce Engineering's Division of Labor
FabianK3 replied to Mr.Popper's topic in Suggestions & Ideas
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. -
Reinforce Engineering's Division of Labor
FabianK3 replied to Mr.Popper's topic in Suggestions & Ideas
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. -
Reinforce Engineering's Division of Labor
FabianK3 replied to Mr.Popper's topic in Suggestions & Ideas
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. -
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.
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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
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A bad day for the chief engineer. 2466 and we are still facing spam, scams and crypto... (Wonderful gimmick.)
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FabianK3's Command Application
FabianK3 replied to FabianK3's topic in Whitelist Applications Archives
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! -
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Conversation between the CE (only command on deck) and a xenoarch @Lilly Evans. Extended round goes messy due to average unimaginable horror anomaly.
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FabianK3's Command Application
FabianK3 replied to FabianK3's topic in Whitelist Applications Archives
Thanks for the feedback! Totally get your point, i get why that might've looked weird. I suddenly found myself with that gun because the HoS was mowed down in front of me by the antag and there was no place to flee the scene really. I held onto it five more minutes and then ditched it again, not firing a single shot. My intention never was to hunt an antag as CE, but the running around with the gun surely might have made it look like it. @Snowy1237 as HoS took care of that situation properly afterwards, a fun round. Appreciate the input on the topic! -
Another endround vote option: "Spice the Round"
FabianK3 replied to NerdyVampire's topic in Suggestions & Ideas
I find that argument very sound. Those longer extended rounds usually feature good RP and a stable setting, opening up off-ship antag slots would help transition that setting into some action without forcing a new antag on the ship to prepare a full gimmick. With off-ship slots the is a high chance more department transition into the action as well, as often bridge crew and other departments react better to a threat coming off-ship then an traitor suddendenly blowing something up unexpected. I agree that more then often long extended rounds end by vote and then the pop simply drops. Perhaps this suggestion also plays very well into the future perspective of Odyssey. After all, we are losing no possibilities here, it's a vote, if people want to end it, they still can. -
BYOND key: fabiank3 Discord Username: fabiank3 Character names: Brand new: - Maxwell Fletcher, to-be Chief engineer Active: - Bradley Knight, Atmospheric technician - Cody Gray, Security officer - Yeeun Yeongseon, Physician Inactive: - Lars Fennek, Paramedic - T.A.U., Robot - Zoey Hartford, Medical intern How long have you been playing on Aurora? First time i joined the server was 31.08.2023 and have been playing actively since then. Have you received any administrative actions? And how serious were they? I do not remember any, certainly have none in written form on hand. Please provide well articulated answers to the following questions in a paragraph each. What do you think the OOC purpose of a Head of Staff is, ingame? Disciplinary leadership, presence of strong department related technical knowledge, department-level coordination and communication. The job of a head of staff is to ensure their department is fully functioning. This includes but does not end with the oversight of day-to-day operations, training of new team members and perhaps advanced training for long-term team members, handling department internal projects and conflicts, as well as the coordination between every other ship function: Be it handling emergency situations, providing support for projects and requirements of other departments, sharing information with the rest of the command structure or ensuring tasks from the captain themselves get carried out properly. It is certainly not their job to micro-manage everyone around them nor to take over the tasks of their team members. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them? Head of staff roles do not only provide the means of regulating departments in-game, but they also provide the means to regulate the flow of a round. The goal is to provide fun for everyone - Encourage role play with meaningful IC interactions such as projects or solving issues as a team. This very much includes antagonists - Heads of staff are in the position to allow antags to develop their gimmicks and provide the flexibility needed to unfold said gimmicks. Another very important point in my opinion is mentoring new comers to the game and department - SS13 is not intuitive and having a mentor in the round is a critical part from my own experience. Explain how the recent events in the Spur changed your character and how they came to be employed on the SCCV Horizon. Maxwell Fletcher was born 2425 on a space station on Burzsia II, fourteen years after Hephaestus Industries acquired ownership of the system. His parents, star-wo/men, local to the system, have been working more and more with Hephaestus and with eighteen Maxwell started as an apprentice for ship maintenance in the system under a Hephaestus contract. Three years later with the rapid development of Hephaestus in the system Fletcher moved to Xanu Prime to study engineering with the hopes to gain a better position in the fast growing corporate setting and growing future of Burzsia. During his time at the university, away from home, his mother died in a tragic mining accident, forcing his father to take a job on Burzsia I due to limited financial options. Fletcher nearly failed his master graduation during these circumstances. 2452, six years later, he finished his master graduation successfully, came back to Burzsia II and found himself with a new position as engineer on the Hephaestus mining barge HCV Tenova. During his time on the HCV Tenova, Fletcher acquired common augments, which was not unusual for his people and became a common topic as his father already had them as well and praised them a lot. Fletcher felt right at the place and spend seven years on the ship before getting promoted to senior engineer with 34 years of age. With the recent promotion he saw his continued future with Hephaestus and not much later he started his doctorate thesis, partially remotely and back on Xanu Prime. Another four years on top, now with a doctor title Fletcher joined the salvager HCV Reclaimer as a chief engineer. His education paid off. His life took a drastic turn in the following year with the attack of the Trinarist Exclusionist extremist targeting Burzsia and the company in 2464. During the attack his father was killed on Burzsia I. With the loss of both parents Fletcher did no longer feel right at Burzsia and started to look for an alternative. With dropping motivation and a negative perspective, the year ended with another accident in which Fletcher lost his left hand in a day-to-day task. He took the first position he could find and ended up on the HCV Percheron, an ore transport which was headed out of the system. Due to the quick hiring only the senior engineer position was available for him. Half a year later he then did get promoted back to chief engineer. Two years later, mostly recovered from the tragic events, Fletcher started to look for another position, something that not only covers the transport of rocks... What roles do you plan on playing after the application is accepted? At the moment my only interest lies with Chief engineer, but i can see myself in the future trying other position as well, if i feel comfortable enough with the responsibilities of said positions. Have you familiarized yourself with the wiki pages for the command roles? I read the wiki pages and had the chance for play interim CE for a couple of times as well. Characters you intend to use for command or have created for command. Include the job they will be taking: - Maxwell Fletcher, to-be Chief engineer - Bradley Knight, possible promotion to chief engineer with proper character development in the future to come Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes - It may be stripped following too many administrative actions, any temporary/permanent ban, any job ban or failing to uphold the standards put in place. Have you linked your BYOND account to the Forums? Yes - Linking completed. Extra notes: None at the timing of submission.
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accepted LforLouise's Command Application
FabianK3 replied to LforLouiseeee's topic in Whitelist Applications Archives
Ayishah's character features a lot of depth and is perfect proof of Louise's RP capabilities. Background, behavior and decision making all add up and it's very fun to play with them. Rajiya Majidi clearly shows that effort has been put into it and the interactions with them felt very natural and sound. Louise has my full confidence with command positions. +1 -
How to revive checkpoint mallcops and bully janitor mains
FabianK3 replied to Lmwevil's topic in Suggestions & Ideas
Perhaps this is not an issue of the location of each security checkpoint but rather the actual use of the checkpoints. From my point of view you can currently sit in there and just check if anyone passes by to the merchant dock and has a big arrest-me sign above them. Regarding contraband, again AFAIK, you can't even check people as random searches are not allowed on green, i assume this also counts for buying stuff at merchants. Sure, it's also the storage of our grem-blasters. That said, the merchant dock is probably one of the least used spots for visitors to arrive from - The deck three docking arms are the most used platforms and they don't even have checkpoints. Before we move checkpoints around, maybe we could debate what purpose they should have and if that purpose is even currently fulfilled. -
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I prepared the Hephaestus flame in two small variants (official logo and ingame-flag) to choose from (both 9x9). Official logo: Ingame flag: Edit: Reupload due to sudden 404.