
Nikov
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I'm also of the opinion that if there's an "action" advantage in being one of the xeno species, by perception or by objective fact, then there needs to be either an "action" advantage in being human ( best sprint endurance ). Counter-balancing Tajaran claws and foot speed with a fatter wallet doesn't work. If giving humanity its own edge isn't acceptable, then we need to dull the xeno races, which are always striking me as particularly robust once the player works around his shortcomings.
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[2 Binned] Add a Rapid Piping Dispenser Functionality to the RCD
Nikov replied to Surrealistik's topic in Archive
As a counter-proposal, remove the RCD entirely, because if you're so spoiled rotten as to carry around an RCD in your pocket to fix all your floor tiles that you want it to fix pipes as well, you frankly need to grow a set and being enabled by having an RCD is the core of your problem. -
I would dial up the sprint endurance even further. We are pursuit predators. If anything will make a human intimidating, it is the certain understanding you can never outrun one.
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Policy change! You will be able to request the nuke code!
Nikov replied to Garnascus's topic in General Announcements
I don't think you understand the question. First, the intended use of the mechanic? Its a security passphrase. It can be used however two intelligent people use it, one the Captain, and one the CCIA. What I am referring to is situations where Central sends a fax that seems absolutely batshit crazy. Can the Captain then use his passphrase to talk to the CCIA and verify that yes, this is an authorized CCIA agent and yes, these are authentic orders. "Getting around" central command orders has nothing to do with what I'm asking here. No, the phrase is only for the nuke, nothing else. CCIA will ignore all attempts of captains trying to use the passphrase for something else. That's dumb and arbitrary but whatever. Next time I'm Malf AI I'm making a false Central report ordering all loyalty implanted staff to stick their heads up their asses, and I'll be sure to F1 them if they attempt any sort of recourse. As usual. -
Policy change! You will be able to request the nuke code!
Nikov replied to Garnascus's topic in General Announcements
NO! that is 100% not the intended use of this mechanic. The code is only to be used when you are requesting the nuke code. There are other ways around central commands orders even if you are loyalty implanted. You just better be able to justify why doing so is truly in the best interest of nanotrasen. you should also ahelp in these types of situations just to be safe. I don't think you understand the question. First, the intended use of the mechanic? Its a security passphrase. It can be used however two intelligent people use it, one the Captain, and one the CCIA. What I am referring to is situations where Central sends a fax that seems absolutely batshit crazy. Can the Captain then use his passphrase to talk to the CCIA and verify that yes, this is an authorized CCIA agent and yes, these are authentic orders. "Getting around" central command orders has nothing to do with what I'm asking here. -
Policy change! You will be able to request the nuke code!
Nikov replied to Garnascus's topic in General Announcements
Pretty sure that was me actually, after a round where I asked for the nuke code so I could authenticate a crazy fax. -
Policy change! You will be able to request the nuke code!
Nikov replied to Garnascus's topic in General Announcements
Say my captain questions the validity of an order, like can happen with the gimmick faxes in rev. If I have a Captain's passcode of 123456, can I fax Central to authenticate xenocidal orders by sending them 123xxx, and central send back xxx456? This way I can prove it isnt a false message. -
1. Develop a coherent schema for the infrastructure on the Aurora station. Firelocks, air alarms, APCs, disposal tubes, distro and supply lines, electrical routes, substations; and how they all interface with areas, hazards, positions where compartments are vulnerable to breaches and sub-divide large pressures into damage-control compartments. This is my primary interest. 2. There is a lot of asymmetry in the new map and there is an absence of clean lines and clear demarkations. There is also a lack of consideration for some roles. Take the chapel. Only half of the chapel was a nice rectangular space because the confessional was put in one corner and the other corner had... spare stools? The chapel was the most public structure possible with glass walls on all sides and no steel to appear as a girder holding in the glass. Then the Chaplain's office was tucked in the back with the crematorium. Are bodies to be taken from the morgue across the station in the Medical wing through the main hallway into the chapel? Why isn't there some discreet passage? Why wasn't the medical morgue placed adjacent to the chapel? It is as if the bodies being transported around are entirely afterthoughts. Nobody ever does a funeral so nobody cares how much of a pain it is to execute one. But if the map is designed to facilitate funerals, it follows we'll see more people attempt them. 3. There are numerous safety/fire concerns in the new station. A blow-out of toxins misc research will burn out hydroponics, a sleep room of SSDs, and spill into the aft hall. It should blow out to void space. Many doors do not have emergency shutters under them where they should. More issues will arise as the map is played on, but the look of it is that fires will be devastating. Areas and area air alarms don't incorporate relevant firelocks, so a breach in certain maintenance areas won't shut firelocks to their access points and the airlock will be opened to vent the next compartment, entirely negating the point of firelocks. Look its things like this here. The east airlock doesn't have a firelock. The north airlock does. The east airlock is in the area for the hallway, the north airlock is in the area for maintenance. Now the most likely point of breach is the west wall, but even with that alarm triggered, the east airlock will have no alert to a player to say 'breached' (or as easily, raging high-temperature trap, given the engine radiator). That will get people killed. How it should be is for a path to be traced from the nearest breach point, to the nearest airlock, and make sure its all in the same area and heading to an airlock with a firelock under it and an air alarm inside the area. Otherwise people die. Also there's two firelocks under one of these doors. This was twice as much pipe as was needed because the foyer was mapped with double airlocks on the south side instead of a single airlock or a double airlock split by a central post. Because that south airlock isn't shifted one more tile left, a straight run of pipe couldn't go through the opposite door under its airlock floor. So it makes that big dog-leg around the other side of the room to add a vent and scrubber just out of the frame and then go north to connect to the atmos monitoring room. I'm seeing dozens and dozens of little things like this where straight lines and uniformity and standards were abandoned. Also why is engineering storage a 5x9 room with one wall's center point neatly at 3, yet its a double-adjacent airlock offset to the 3 and 2 tiles. So the atmos pipes don't come in at the centerline but just below it. Also there's only a door on the east wall. Why not one door on the east and one door on the west, so people can flow through from the foyer to the reactor at round start. Why make them jostle each other going in and out of this reinforced wall bunker like this. So turn it into... Added a fire alarm, which was missing. Added an airlock to the west side and removed an airlock from the east side, making it a passthrough space instead of a dead-end closet. Removed two engineer lockers to put the YouTool and EngiVend machines securely in the corner where they won't crowd the room. Sorted all glass, metal and plastic into one table corner and all tools into the other table corner. Put the oxygen tanks next to the oxygen canister so you can refill your new tank without having to jostle all the people putting on hardsuits. Ran the atmospheric pipe through the floor from one end to the other directly along the major walkway for easy maintenance. Put the vent and scrubber on opposite corners 1 tile from the wall for symmetry and feng sui. Made sure the vent and scrubber manifolds didn't cross the other pipe type. Also feng sui. Removed the welding supplies locker that was outside the space. There's no intercomm in there but that's definitely on my checklist for a functional room. Move the light bulbs so you aren't burning your hand trying to use an APC or pick something up. So I'd be making a pass over every single room, shoving things into neat corners like an OCD housewife obsessed with workflow and then do my real-world cable installer thing on the side. I mean I'll ghost map every one of these things in, but it seems inefficient for me not to be a map dev and make a real tear at it.
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Psst. Mofo's gonna fall in the shower on some sharpened toothbrushes.
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Who the fuck uses forums we have discord where we can shitpost endlessly and call people cucklords and forum mods don't exist its like a glorious brave new world of free speech.
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I've got a lot of experience with the current and prior lung damage mechanics, and lung damage really needs to not onset IMMEDIATELY after being exposed to sub-20kpa air. You can misconfigure your emergency tank and break your lung. Its silly. A NASA technician in a vacuum chamber yada yada... needed mouth to mouth and then he was fine. No lung collapse for being at these dangerous low pressures, just a lack of air knocking him out. No pressure inside the station should be about as deadly as being in a flooded compartment of a ship; you can't breathe, but if you're hauled out and given CPR, you probably don't need a hospital. I've found no documentation stating lungs would collapse the way they do in SS13. Its in the human body's lung design to go from slightly above to well below atmospheric pressure as a function of breathing. We're a space suit for a fish. If nothing else; let dexalin stabilize lung damage, or add a new medical device, one of those needle-vent-things? In blue first-aid kits to stabilize a busted lung.
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The torus-station is actually from the pre-distro/scrubber pipe days of code. There needs to be main runs and then divisions off those runs for individual departments. I've seen the newmap and the oldmap and it bothers me to see air supplies coming into departments by convoluted routes with no redundancies.
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Chapel redux for the new station. Chaplain office moved to the mined space adjacent to the library. In that space, the chapel now has the funeral elements in a more functional arrangement including a conveyor to allow a stately funeral procession of a casket to the crematorium. It is assumed that, due to the certainty of death but the many varied preferences for spirituality, the chaplain's primary responsibility is to provide funeral services, and his secondary responsibility is religious services. As such the chapel is reconfigured. The confessional is now tucked away to provide a symmetrical sanctuary space. The windows are now electrochromatic to provide privacy if the chaplain so desires. The conveyor belt passes through a black curtain, not airtight flaps like mere cargo crates. Black curtains are also used to conceal some switches. The windows and reinforced wall posts reflect traditional cathedral styling of buttressed arches and stained glass. Tile mosaic frames the sanctuary space in a cobweb motif. Doors are now dark grey and opaque, allowing total privacy and preventing light pollution. The altar is three wide and marble. Marble belongs in the chapel. The floor being broken by the conveyor belt means no more fukkin' crayon bullshit.
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Instructions unclear, building torus station. I did a version in which a repeating bulkhead pattern was sub-divided into quadrants, some of which were merged, and overall I'd built about half a station, guts and all. I'll see what I can do to flesh something out and let you feel an aesthetic sense. Unfortunately my best work was lost to the aether.
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To my work examples I suppose I need to add things in BYOND. Well. Zippo engines aside, I ghost-mapped atmospheric substations in for Fowl, which didn't quite hit the mark. I had limitations not to modify existing hardware too much and the atmospheric octopus the coils out of mining maintenance makes, really, no sense at all. Try being a mouse in the pipes some time, or follow the power cables. There should be big loops of wire or pipe that departments tap into for a local SMES or air tank, then form a new sub-loop to the APCs and vents. Scrubbers, on the other hand, need to exit departments on either a pump (better scrubber performance overall) or pressure regulator (no power required) so that a high pressure incident (fire) doesn't choke the scrubber network in a neighboring department. I've argued for this before and I've offered to help for a year, and at the urging of Nanako I'm applying for developer rather than waiting for the go-ahead to ghost-mapping. I am trying to offer specialist mapping for the engineering department, but I'll work on any part of the station. A little thumbnail sketching shows a combined air and electrical department "substation" takes up 3x3 tiles of floor at 5x5 with the walls included. That's... 1x 10,000 liter air tank 2x High power pump 1x Pressure regulator 2x Universal pipe adapters 1x Meter 2x Maintenance Hatch 2x Window Blocks 4x Firelock 1x Atmospheric Alarm 1x Scrubber 1x Breaker Box 1x SMES 1x APC 1x Powernet Sensor The only thing I'd ask in line of new assets is a resprite and possible recode of our "breaker box" that isn't a giant glowing cube, but a floor mounted switch you can walk over, toggle remotely, or take the steel panel off with a screwdriver to flip by hand. It could even display power demands on the various wire directions leading into it and allow loading inputs and outputs, something like our atmospheric filters and mixers. There's lots of times where having a switch to disconnect a power grid would be handy, but all we have are these "breaker box" monsters that eat a whole tile and are as useful as an on-off switch. When I get home I'll BYOND this out.
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Ckey/BYOND Username: Nikov Position Being Applied For Mapper Past Experiences/Knowledge: Project Reality Developer, Mapping. Tribes 1, Tribes 2 Mapping. Battlefield 2 Mapping. Operation Flashpoint / Arma / Arma II / Arma III mission editing, scripting and mapping. Examples of Past Work: Bear in mind I was building for a low spec audience. Its even lower here. Preferred Mode of Communication (Skype, Steam, etc.): Discord. Additional Comments: BYOND's tile-based system is rather easy to work with. I've fiddled about and make a few functional TEGs, gotten myself a standard for piping atmospherics, etc. I intend to offer my help primarily in running the utilities and developing standards for the engineering aspect of the next map.
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Kanza Al'Falak, A meme? A furry? Misunderstood? What you may not know...
Nikov replied to EmperorVoyd's topic in General
Closet furry confirmed. Get me my Wahl clippers, we're going to shear this catsuit freak. ( most of the furry shit you hear? Its memeing. We're having a laugh. We always do this. ) -
[RESOLVED] Player complaint - Hunnewle(NTRS:PSAI:CUBIE)
Nikov replied to Alberyk's topic in Complaints Boards Archive
I was Chief Engineer Hayden. A prior round Cubie went into a somewhat similar spiraling conflict, all IC. However this was Cubie. I don't know if this is Hunnewle deliberately setting themselves into a position of pseudo-antagonism, or if Cubie is just has the sort of personality, or interpretation of the rules, that leads to trouble. Which can happen, and isn't necessarily the player's issue, but the character being in certain roles and situations that leads to problems. For example, a certain... quartermaster who interprets his department regulations a little fast and loose but still is productive may be an insufferable cargo tech under a quartermaster who's strictly by the numbers. A cargo tech who's strictly procedural might cause headaches if he became quartermaster and sparked theft investigations if his supply manifests weren't returned. I'll be generous and put forward the idea that Hunnewle might be fine AI player and player all around, but perhaps Cubie's personality in that nebulous, unrestricted, omnipotent non-authority of an AI is too much for that character. I don't think we have an IR process in place for AIs and other synths, or else I'd call this a purely IC issue. Cubie was refusing orders, to be sure, by a very literal interpretation of its laws, perhaps it was internally justified. I'd like to read that full justification, and I'd read it fairly. It also sounds like Hunnewle may have a problem with this in the past, but if they are honestly working to improve bwoink by bwoink, we should respect that it can be a slow process. -
Well, who's problem is it to bear a grudge against a player for a character? What rule is that? Who's job is it to straighten out one player's dislike of another? Why are two CCIA players coming into describe their personal dislike of a character's personality? Shall everyone who enjoys Manfred also post? Do we moderate based on rules or shared biases? Laws or men? What is the law? Don't be a dick, OOC. Who's a dick, OOC. The people keeping grudges on players for their characters? Or the player who admits he's stepped too far one day and has amassed the begrudged against him? I value this server and its players enough to not grief and abuse and try to fight fair and hold my punches. I hold them OOC too. I try not to raise a fuss. I make an effort not to bear foul opinions of people I've had toes stepped on for. I try and talk it out OOC and LOOC. I recover dead bodies from space while antag, for goodness sake, because when I can spare a moment and a favor I always will. But now I suppose we bring up every incident we remember ill of someone, incidents that didn't result in admin action at the time, but that will now be piled on in a grand dramatic parade of gossip.
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Unknown, I have no understanding of how to continue to play the character. The 'admin leave' is just the only excuse I can think of for why any of this is happening. I am trying to maintain continuity of roleplay. If I did go help fix the engine, I'd be permabanned for skirting my engineering ban. If I don't say anything, I'm not playing the sarcastic, spiteful side of the character. And frankly, I don't see how "don't be a dick" is applicable to in-character actions between characters roleplayed to be antisocial, but a player who tries to talk it out with anyone.
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The chemistry event wasn't on this character. I've never been chemist before or since. I was seeing if you could make a water foam that extinguished adjacent fires. I should have done it on a test server, but I took steps to keep it under control and just make it a little science experiment. I do ahelp with most of the things I do in atmospherics when its for antagonism; phoron etc. But being an atmos tech, having atmospherics as my toolkit... its like taking spears away from Yinzr. My character's tools and skills incline him to use what he uses. It would be a violation of character, even power-gaming, to go arm up with guns like most characters. I try to do an antag round using my toolbelt and my wits, and I've been told, several times, that an isolated phoron fire is acceptable. I feel some other mods or admins could step in and attest that I am one to F1 before employing weaponized atmospherics. I feel like that's the core of this problem. As for insubordination, characters are characters, but these are IC issues to resolve. I need to not put myself subordinate to a CE I'll have trouble under, unless I'm ready to scale back. In short, I can tell I got chucklefucky.
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BYOND Key: Nikov Total Ban Length: Permanent Engineering Department Ban Banning staff member's Key: PratePresidenten? Reason of Ban: Paraphrased; Not receiving permission from a Chief Engineer to make an atmospheric modification involving N2O in the bridge's electrified window space as an anti-tamper agent. "History of atmospherics issues and Poor play". Reason for Appeal: I do not feel my warning history justifies a department ban. Warnings received ADMIN TIME ISSUED REASON shameonturtles 2016-12-21 21:40:46 Used multiple merc bombs with little justification. Keep in mind: The primary goal of antangonists is to drive a story and generate interaction. . Warning acknowledged! I have always striven to not make the same mistake twice. I have previously received a very specific warning regarding N2O within the grounds of hitting the departures shuttle with it as an antag. This has not repeated. I have also asked administration many, many times for permission before employing phoron or N2O or the engine in antagonism. As a non-antag, I do not fuck around with these things. This specific incident, when raised by a trial moderator, I admitted to whole-heartedly as being me in a low note and greytiding too hard. I got the "mutiny" vibe, didn't care much for the CE on an IC level, appealed to the HoS for cover, and didn't expect quite so much pushback for fortifying the bridge in what seemed like a crisis. I had gotten in trouble, saw the Captain giving the CE a demotion form, and thought I'd fuck off to space. Within a minute I'd recognized this was all around rotten play on my part and started trying to PDA the head of personnel to feel out how I could return to normalcy and being within the normal bounds of my character. I'm really not making an excuse for myself. I need to get in-character when I'm playing, or not play at all. Some rounds I'm too fast and loose. I need some kind of alt for the times when I'm not yet in the heavy RP mindset. But this ban doesn't do anything to accomplish that, because I'd already internalized these decisions when I reached out to the admins ahead of being bwoinked in order to say, "I've goofed." Well, I still say I've goofed.