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Not Megatron

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Everything posted by Not Megatron

  1. You know what? I sat on this for a few days, and you're right. Skull's suggestion would be much simpler, and in truth the idea to just make a traitor character had never even occurred to me, and they would really be much more interesting than a flooding of randos. That being said, I still think we could salvage something interesting from my suggestion. I still like the idea of random traitors, and they could be included in the menu. Same character, a different character, or random. On other servers, a lot of the roundstart job messages have warnings in big red letters about the way the role is expected to be played, "Space Law is the LAW, not a suggestion, and as you said, a role like Rando McTraitor definitely has a lot of LowRP potential. If the rando had a similar warning, a lot of the problems you're expecting may be prevented. If it were presented as an especially challenging role (which it would be, if the player is dreaming bigger than School Shooting Simulator), people might be encouraged to play it with a higher standard. I still like factions, but perhaps instead of being forced, a special verb could be available to randomly assign a faction. If someone is struggling to think of a gimmick, they opt in and get a free injection of inspiration (plus maybe some cool unique traitor items, maybe). Is Skull's suggestion actually posted somewhere or was it just a discord message? I realized I'm not really sure what the details of the disguise kit are supposed to be.
  2. Y'know I see why that might make this seem unnecessary, but I'm making this suggestion mostly with people that aren't borderline psychopaths that don't mind shooting up an inert, pod grown human. That's pretty creepy.
  3. What? It's not like being a rando means you get to turn into a greytide. The same people that were rolling traitor turning that coworker you see every day into a grenade flinging psychopath will still be grenade flinging psychopaths who decapitate you in maint, but it'll be more believable because they're not that coworker you see every day anymore, they're an agent sent by an enemy of the company. Why would they suddenly stop being bound by the rules? On the contrary, I think a new type of antag would open it up for those who do try and make things interesting to do something entirely different. That's just a harsh accusation, and not true. I want to play traitor but barely ever can since my characters just Ain't Like That. The disguise kit thing sounds cool, as long as it isn't strictly appearance you can change as opposed to general identity The menu idea is cool, and would end up requiring people to make traitor characters as you said at the beginning, but I don't think you wouldn't be able to use them for very long/often. Eventually people would wise up, either IC or OOC, and recognize that Fred Smith is nuts and often dangerous, which will probably end up affecting immersion because why does the unabomber still work here? and making a new traitor OC every time you use the last one will be a fucking pain. The second thing would only work if the roundstart itself was delayed until the traitors choose, because otherwise people might metagame those crewmembers that arrive mysteriously seconds after the round starts. I still feel that my version would introduce a little more variety than Skull's. A little push like the general goals of a faction might be all some people need to take their traitor in an interesting direction. God knows coming up with fresh traitor gimmicks is hard enough as it is. I hadn't thought about this and it's an interesting point. The only solution that comes to mind is that it would be an extra level of challenge for random traitors to jump through. Random traitors ought to find it difficult to blend in because nobody has ever seen them before, so they'd naturally be subject to some suspicion. They'd have to put in extra effort by, say, adding a flavor text, or behaving inconspicuously to minimize attention. They are, but traitor rounds are bad when people just don't, or just take advantage of the fact that people trust them to go off and secretly be a grenade-slinging psychopath when no one's looking. People who RP poorly and go around randomly murdered people and being ahelped usually receive a punishment, and they're still going to get antag banned if they decide to be a shit. Nobody is going to miss a rando dying, sure, but once the much-beloved psychiatrist has been running around shooting people for the last ten minutes, people won't miss him much either, aside from some barRP "oh wow, who'da thunk?". A low-effort character doesn't automatically mean low-effort RP. Plenty of mercs make things pretty interesting with those 5 minute characters, even if some don't. But no one says we shouldn't have merc because of those that don't. If it helps to imagine rando traitor as another antag altogether, then do that. The sleeper agent traitors that we still have will still be there, evoking paranoia. Perhaps with that in mind, rando traitors could be sectioned into another roundtype altogether? I still think it would be nice to have an intermingling, however. I never actually said the faction traitors would have objectives, I don't think it belongs in Aurora. Rather, they would have faction motivations, i.e., "We're the Sundowner Clan and we think technology is evil! Do whatever you can to return the Aurora to the stone age!" Of course, the factions could be an optional bonus spin that players could opt to ignore in favor of their own gimmick.
  4. Also, I'm bumping this suggestion because it was largely forgotten about and I still think it's a good idea.
  5. Let's be real, the security range is kind of boring. Sure, it's an IC excuse to shoot guns for no reason, but shooting guns is only half the fun- the other half is hitting something. With that in mind, we should replace the default shooting targets with life-sized dummies. These dummies would act as fake people, and be able to do all/most of the things that people can do, including but not limited to: Breaking bones! Wearing armor! Being scanned with a health analyzer! (If that's too much of a stretch, just some way to assess the damage they've sustained) Being de-limbed! Dying! Having a blood equivalent! Perhaps stuffing, or those little beads they put in stuffed animals. While it would be weird to have a crate full of fully simulated fake humans, I thought it would make sense for them to be deployable, similar to engineering's inflatables. The obvious benefit of this would be to make the range more interesting, but it would also come in handy in training situations: officers can learn about the effects of their weapons in a risk-free environment, and study how armor factors in to weapon effectiveness. Plus, they'd be creepy and fun if anyone managed to get ahold of some (from cargo, for example) and set them up in weird places.
  6. i don't know jack shit about atmospherics, but it seems like he knows what he's talking about, and giving a role more work to do without negatively affecting something else over (COUGHPSYCHIATRISTCOUGH) is always cool
  7. As much as I hate to, I'm gonna have to -1 this. Richter's a great character, and someone I really like interacting with, but he's just not someone I'd ever want to see leading a department. Not as he is now, at least. I've played rounds with him as an interim, and it just... isn't very good. Xor's come a long, /long/ way, though, and I think if he continues to work on his RP, I could definitely see Richter as a HoS. Just not now.
  8. I banned you because you had been trying various methods to kill yourself before even being fully processed, including trying to hang yourself in the processing room. You gave a story about being in the wrong place at the wrong at the wrong time, which would have been perfectly serviceable if not for the various illegal items you had on you (including the captain's spare, which could not be found in the HoP's office). You were given charges totalling up to 45 minutes, which is not the entire round. Then you tried to kill yourself, upping your sentence to 1:15, I think. The example you gave me, 127 hours, is about a guy who cuts his arm off because it is trapped under a boulder and he would have otherwise died, which was completely, absurdly irrelevant to your plight of being in timeout for, at most, an hour and a half. You're not "locked down forever." Security not giving you the chance to escape is not a valid reason to suicide. The reason you were not "left alone" like you said is because you, as soon as being allowed into the communal area, started attempting an escape. The fact that no one trusted you enough to be left alone is entirely your own fault. Being in jail for 1-2 hours is not enough to send a sane, rational human so far over the edge to the point of self mutilation, in any case. Suicide is against the rules almost 100% of the time, but ghosting once in jail is perfectly allowed.
  9. I'm glad someone said this. I'm "borrowing" this idea from an old server I used to regular on, and when they were discussing it, I brought up this exact point, and argued it pretty hard, but once it was finally implemented, I ended up not always noticing, even when they were in my own department. And even if you do notice, OOCly, I imagine anyone who uses that information ICly will get cracked down on pretty quickly. I hope I haven't given the wrong impression with the factions, which I assume is what this is about. I'm not suggesting the factions be given objectives and goals to complete, but rather a suggested playstyle for each faction. You have been sent by the Hidden Dagger clan. Allow no witnesses! You are an agent of the Placeholder Corporation, subtlety is for scrubs! You have been sent by the shadowy Blank Group, who abide by a strict code of non-violence, etc. I like it, but the only reason I wouldn't want to see it is because it may detract from its uniqueness, so to speak. Vampires are perfectly serviceable already, but traitors are in dire need of some spice.
  10. I've wanted some manner of execution for a long time, I'd love to see this.
  11. I'm in favor of this. I think it would do a lot to build on the image of changelings as fucking terrifying. There could be a little bit of flavor text how the changeling pierces through the paneling, destroying the sensitive electrical components within.
  12. Hawkins seems to know what he's doing, and commands respect well. My only criticism is that he has a tendency to micromanage.
  13. Caleb Greene, half head of security, half washed up. Tell me what you think, and remember to like, comment, and subscribe! Edit: I realize this is vague as fuck. So, to be a bit more defined: What do you like/dislike about him? What does he do well/not so well? What's he like as a person, to sit down and talk to? Is he believable? Any feedback is appreciated, whether it answers any of those or not, even if it's as simple as he sucks in general or that you want to have his babies
  14. Today's traitors are weak, spineless, and outdated. We need a departure from the janitor who brought a gun to school, that guy you have drinks with every day suddenly a criminal mastermind, the psychiatrist randomly developing a sadistic quirk. For many players, their characters have such personalities that prevent them from being traitors. A friendly barkeep or veteran NT employee would have no reason to turn against the people who sign their paychecks. I'll stop rambling and get to the suggestion. I propose a new traitor system in which, when a player rolls traitor, they do not spawn as their selected character, but a randomized spaceman. Obviously, it'll be selectively randomized so picking out the traitor isn't as simple as finding the man with green pigtails. This will allow more variety in the types of traitors we can play, less of the cargo tech gone postal, and more of the foreign agent sent to do evil. If this is a toggleable option in the preferences, players will still be able to choose if they prefer this new antag, or if they still want to play their seedy doctor who's had enough. If this were implemented, it may also benefit from a sub-feature of factions for these random traitors. These different factions may vary in motivation, preferred style of traitoring, and even available equipment. A stealth oriented faction might have a few extra stealthy items, and maybe even discounts on preexisting stealthy items. A more violent faction might have some unique weapons with cool sprites and higher damage, to list a few examples. tl;dr: Randomized traitors. IC, they're foreign agents who snuck onto the Aurora. They might have factions for variety.
  15. I can get behind this. It seems like the revs just find themselves outmatched in both firepower and urgency. You want to take over the station? They want to use blood magic to summon an eldritch abomination from another dimension. Traitor-rev makes at least slightly more sense. +1
  16. I've only interacted with Ornias' characters across departments, so I don't have any experience working with them and therefore don't know anything about how competent they are. That being said, I've spoken with them a couple of times, and their characters always felt very real to me. I give a +1 for stellar RP.
  17. BYOND key: Not megatron Character names:Caleb Greene, Jenna Steele How long have you been playing on Aurora?:About a year and a half, maybe two. Why do you wish to be on the whitelist?:I want to be able to have a positive influence on the station. I'm rather protective of security and I want to see it do well. Also, snazzy outfits. Why did you come to Aurora?: I like high RP, and I like Aurora’s unique atmosphere. Have you read the Aurora wiki on the head roles and qualifications you plan on playing?:Ayup. Please provide well articulated answers to the following questions in a paragraph each. Give a definition of what you think roleplay is, and should be about: Roleplay is about cooperating with other players to make an exciting, interesting narrative that’s the most fun for the highest possible number of players. On the individual scale, it’s about taking a world you’re given, and adding something new to that world. Roleplay is a team building exercise, where the goal is to tell a story. What do you think the OOC purpose of a Head of Staff is, ingame?: In game, heads of staff are role models. They’re the ones new players look to and see how they’re expected to behave. Additionally, they should be expected to be mentors to those new players, and be patient with them. Heads of staff have more power than anyone else in their department, and to quote, with great power comes with great responsibility. Another responsibility heads have is to coordinate their department, to make sure everybody is playing nice with the other kids. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: The responsibilities of a whitelisted player are much the same as those of a head of staff: being a role model to other players, as well as a player that people can look to for guidance. In other words, they should be community leaders. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Caleb Greene Character age:54 Please provide a short biography of this character (appox 2 paragraphs): Caleb Greene grew up on Earth with his parents and younger brother. His father was an officer in the Sol Alliance, so Caleb and his brother were mostly raised by their mother, Jessica Greene. Despite this, Caleb grew up a normal kid, mostly. He went to college studying linguistics, and met his fiance there. He dropped out so he could work full time on the NSS Redemption, where she worked as a researcher, which was his first step into working for NT. Following the events on the Redemption, Caleb took a few years off work, to focus on his personal life, after which he was hired to work on the NSS Aurora. He spent four years there- to Caleb, his work on the Aurora lifted security work from a job to a career. At the end of those four years, he felt it was time for another change. He left the Aurora, and moved out towards the frontier, in Nyx. Unlike Tau Ceti, the frontier did not have the benefit of a significant military presence to keep “job hazards” to a minimum. He was hired on at the NOS Apollo, where he received his command certification, and learned how to lead a department. So it was that Caleb Greene spent the brunt of his career managing security on an isolated station fraught with pirates, aliens, and disgruntled employees. After a long and fruitful career on the Apollo, he felt it was finally time to hang up his hat, and spend retirement revisiting his old stomping grounds, on the Exodus. After barely a year of sipping martinis and watching the sun rise, the old man, married to his job his entire life, realized he wasn’t ready to leave her just yet. And here we are. What do you like about this character?: I like a lot about Caleb. I’ve had him for a long time, so he’s extremely fleshed out. It’s easy for me to get inside his head, and knowing how Caleb would react to a situation (as opposed to what NM would do) has become second nature. He's also just a lot of fun to play. I like his personality. What do you dislike about this character?: He’s a bit bland, both in personality and backstory. I would compare him to a loaf of plain white bread that’s baked with all the love and finest ingredients. It’s really nice bread, but it’s just that. White bread. That, and he’s frankly a little bit awkward when he’s not talking about work. What do you think makes this character fit to be a head of staff?: Caleb makes up in management skills what he lacks in individual fighting prowess. He has years of experience as a leader and a teacher under his belt, which both necessitate their own skillsets. Please provide well articulated answers to the following questions. How would you rate your own roleplaying?: This is going to sound corny, but when I’m “in the zone”, I’d say I’m about an 8/10. When things get especially hectic, or I’m distracted, I can drop down to a 5 or 6, but that’s unusual. Extra notes: I left some bits out of his backstory that I either felt weren’t important, or wanted to reveal them IC instead of on a public forum. Also, in case anyone asks, my excuse for his not still being head is because all the relevant licenses and certificates expired. In other words, he can’t be in charge because he forgot to renew his driver’s license. Sorry if the biography reads oddly. I had it typed up before, and lost the whole thing, so there isn't quite as much love put into this one.
  18. Server Moderator Application Basic Information Byond Account:Not megatron Character Name(s): Caleb Greene, Tyler Kemple, Deangelo Simspon AI Name(s):Don't really play AI Preferred means of contact: Skype, Steam Age:18 Timezone:Eastern When are you on Aurora?: Twelve PM to two most days, and later around eight to three AM Experience How long have you played SS13?:Nearly two years. How long have you played on Aurora: Just as long How much do you know about SS13 (Baystation build) game mechanics?: I have a fairly good understanding of every department, aside from engineering. I can't say I understand it well on the code level yet, but I'm getting there. Do you have any experience moderating for an SS13 server?: None Have you ever been banned, and if so, how long and why?: Nope. Personality Why do you play SS13?:I play SS13 because I like to roleplay, and I like to write. I could write an essay on it but that's the gist of it. Why do you play on Aurora?: I play Aurora because it has a community I like, and an environment that fosters interesting characters. What do moderators do?: Moderators are responsible for maintaining the desired environment by enforcing the rules in a way that maximizes the fun the players have while minimizing detraction from the heavy RP setting. What does it mean to be a moderator for our server?: It means to be part of a team that has a shared responsibility of making the server a better place. Why do you want to be a moderator?:I like this place, and I want to have the opportunity to be a good influence on it. What qualities do you possess that would make you a good moderator?:I have a good understanding of the rules and why we have them, and I like to think I have good judgement. I'm patient with other people. How well do you handle stress, anger, or insults?:I'm not fazed by much, but when I do get angry, it's usually at myself Anything Else You Want to Add: (Do not put words here) I have my own moral compass, and it's done well to keep me out of trouble, but it's never been explicitly scrutinized. I may initially make some bad calls, but I can easily adjust if it becomes necessary.
  19. It's neat, but the only thing that strikes me is that it just seems like a strange token to carry over, a labcoat. Maybe even a safety risk depending on the work environment. Something smaller, like a lanyard or an armband would make more sense, but I guess a labcoat makes sense, considering that it's more noticeable so it's more likely to come up in conversation. Does it have any other distinguishing features aside from the blue collar and the label across the pocket?
  20. I wasn't thinking specifically made of gold, just gold in color. Maybe it's paint or something. But aside from that, I guess the closest analogy is when people wear their class rings, even after they graduate. It's a memento. And, I'm not exactly sure what you mean by backstory depth. He's a former head of security, and after he retired, he kept his badge, as well as a few other goodies.
  21. +1. I'm a fan, it's always awesome to see characters that deviate a little bit from what you'd expect, especially when they manage to do it without becoming snowflakes.
  22. BYOND Key: Not megatron Character name: Caleb Greene Item name: Worn Badge Why is your character carrying said item to work? Caleb's been with NanoTrasen for a long time, and he's proud of his service. He carries it with him as a memento, Item function(s): It functions like a normal holobadge, can be attached to your suit, can be held up, fits in a wallet, etc. Item description: A simple gold badge denoting the wearer as Head of Security. It is worn and dulled with age, but the name, Caleb Greene, is still clearly legible. The display message would read something along the lines of "______ holds up the gold badge, displaying the words "Caleb Greene, NOS Apollo Head of Security" engraved on its face. If clicking yourself with it, there'd be a little blurb to the effect of "_____ polishes the face of the badge, examining it closely for dirt" Item appearance: Like a standard holobadge, but a gold coloring instead of blue, and without the red outline How will you use this to better interact with crew and/or stimulate RP? It's a conversation piece. The badge is a symbol of who he is, what he's done since he transferred from the Aurora. It could be a valuable item for antags, if he was ever targeted for any reason. Additional comments: It may have something on it about Apollo Station, probably in the display message if anywhere, to keep it from being used to deceive people. If that's lorebreaking or something, I don't see any reason it couldn't be voided. That aside, Caleb isn't exactly the deceptive type to begin with. The description is a bit wordy, but I'm not sure how to trim it without losing content I probably wouldn't bring it on-station except when I go Visitor, or if I do keep it on me while playing a different role, I wouldn't have it visible. It'd obviously cause some confusion if I did.
  23. I've got a third, slightly more extreme alternative. Add another ten minutes after docking at Odin. At any time (perhaps not until 60 seconds have elapsed, to allow that bare minimum of Odin time), a vote can be called to restart immediately. If 40% vote yes, then the round restarts. Similarly, a vote can also be called to EXTEND odin time by another ten(maybe more?) minutes. Perhaps a 75% yes would be required because I have a feeling that those voting no would be VEHEMENTLY opposed to that extra ten minutes. It's a high bar, but it wouldn't make sense to extend the Odin time that much more unless there was an overwhelming desire to see it through. Just spitballing here, but maybe a second extend-round vote could be called if the server feels that twenty minutes wasn't long enough to wrap everything up, then a third. Some checks might be that the admins have the right to go "nah fuck this" and restart when they want to, or that only one restart/extend vote can be called in each ten minute cycle.
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