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Everything posted by evandorf
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In a nutshell, characters would have a value indicating not necessarily combat proficiency, but how hardened to combat they are. This would affect characters in a number of ways: Characters with a lowered combat hardened value (from here I'll just abbreviate to CHV) will have a chance to have adverse effects occur when certain conditions are met. Examples would include but are not limited to dropping your weapon or held item when damage is taken (in this example the drop would occur because of surprise not because of damage to the hand or arm), accidentally firing when surprised (perhaps by a drastic and rapid change in surrounding light values), vomiting or other negative reactions to seeing someone die or become severely wounded. Characters with baseline or higher CHV would have a much lower chance of having adverse effects. Chances of adverse affects are low at baseline and decrease further the higher above baseline you are. Lingering pain or sustaining constant and repeated damage could temporarily lower the character's CHV. This effect could be ameliorated by an extended time remaining at full health, pain killers, alcohol, psychoactive drugs, or aid from the station psychiatrist. Crew members would have an initial CHV based on race and occupation. The Head of Security would have the highest rating among regular crew followed by the Captain, then Warden, then regular officers. Cadets would have CHV only slightly higher than the rest of the crew. ERT members would have an exceedingly high CHV. Vaurca Warriors would have the highest racial CHV followed by Unathi, Tajara, Human/IPC, with Skrell having the least. This list would obviously be open to changes but consider that we are discussing normal crew members who work on a research station, not extremes like Tup Commandos. Most antagonist roles would either be given a high CHV to start with (for example most mercs should be fairly hardened) or a combat manual could be made available on the uplink that would allow players to tailor their stationbound traitors as they saw fit. Considerations would have to be given as to where the changeling, vampire, and other esoteric antagonists would fall. Examples of RP Generated by this Mechanic: A cult attempts to capture a security officer to perform a quick conversion. The officer cries out and help eventually arrives from the other officers. Unfortunately the captured officer was subjected to intense pain for minutes before the approaching officers forced the cultists to flee. This officer's CHV has been lowered temporarily (possibly substantially due to the mystical nature and horrific events that happen during a conversion). Unless propped up by painkillers or alcohol, this officer will be at risk of having lowered performance in combat and the player will need to adjust their actions accordingly. Heisters infiltrate the station and corner miners and cargo technicians in cargo. Taking several hostage, they demand that cargo order weapons and other goods for their use. A baseline CHV cargo technician considers using a knife he found in the warehouse or perhaps other impromptu weapon. The heisters, sensing a reluctance to cooperate and a possible resistance take one of the crew and cut his hand off with an e-sword. Normally this would be done for intimidation effect but with this mechanic it would decrease the combat effectiveness of the crew who may be thinking of fighting the heisters. Some may even vomit or faint (the more extreme reactions would have a lower chance of actually occurring). Revolutionaries have killed a majority of security. Two officers remain. While they have carbines and other gear, things are looking grim. One has internal bleeding and medical has been out of operation for a while now. The other is in fairly good health but has taken some damage too and running, fighting for his life for hours, has left him exhausted. The revolutionaries outnumber them now, and huddled in maintenance the first officer loses consciousness from blood loss. It's not long now. The remaining officer comforts him, in the dark, while he dies. This is the final straw. He can barely lift his weapon and his comrades are dead. He considers calling over the radio. To ask for terms of surrender but he can't swallow his pride for that. His pistol, loaded with lethal .45 rounds and so heavy he can barely lift it to his chin, glistens invitingly in the beam from his maglight. Pros: Will reduce validhunting by non-sec crew. Perhaps you shouldn't try to beat that Vaurca Warrior class Mercenary, decked in armor, who just killed a security officer in front of you, to death with a crowbar. Will encourage peaceful resolutions to sustained combat. Without preparation you will not be able to fight sustained battle from one end of the station to the other. Everyone has their limits. Other non-combat roles will also be affected. Things that may surprise or illicit a response such as the lights coming on all at once, being shocked while repairing a door, seeing the man you're operating on die before you; these could all provoke a response from your character, enabling you to roll with what happened and create additional stories for you and your co-workers. (Plus I always wanted to see a detective choke on his own cigarrette butt when suprised.) Cons: If players were allowed to alter their CHV in character creation, it would run the risk of everyone setting the value high and negating the system. If players are not allowed to alter their CHV in character creation it would hamper the ability to create tropes like hard as nails miners, or PTSD aflicted veterans. Certain types of players simply dislike mechanics dictating their actions. This is always a valid consideration to take into account when adding new mechanics.
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Server Moderator Application Basic Information Byond Account: Evandorf Character Name(s): Most Played: Suvek Tokash (Head of Security), Nia (Engine Technician), Leonard Krasinski (Detective), Adam (Scientist) Least Played: Arthur Straub (Janitor/Miner), Emanual Clarke (Xenobotanist/ Virologist), Albert Martin (Psychologist), MRLO-5512 (Detective), Nolan Dennis (Xenoarcheologist), Sinclair (Merchant), Roland Laurent (Counsilor), Sylvia (Bartender), Martin Holloway (Engineer) Defunct Characters: Cassandra Faust (Eridani HoS during Eridani event), Karl Strauss (Cargo Technician/Miner) AI Name(s): Patriarch, Servitor (Borg) Discord username + tag: Evandorf#1890 Age: 35 Timezone: US Central When are you on Aurora?: Usually after work from 4 PM Central to 11 PM or 12 AM Central. I play earlier during the day on weekends. Experience How long have you played SS13?: I have played on this server, on and off, since September 2015, but I had played on Cyberaid and Hypatia before that. Roughly four years. How long have you played on Aurora: Roughly three years. How much do you know about SS13 (Baystation build) game mechanics?: I am well versed in most of the mechanics. I can perform engine setup, atmos setup, power optimizations, breach and airflow mechanics. I understand how chemistry works even though I would have to have the wiki open for the recipes. I'm familiar with robotics, research and development, xenobiology, toxins, cooking, hydroponics, mining. I lack knowledge in telecomms setup but have some scripts saved from those who know more. Most of the time if I can't figure out how something works I find it in github. I may not know all the ins and outs of coding, but most people leave enough notes or there is enough context for me to figure it out. Do you have any experience moderating for an SS13 server?: No. Have you read through the criteria thread; https://forums.aurorastation.org/viewtopic.php?f=27&t=4198 - and believe that you mark off all the criteria?: Yes. Have you ever been banned, and if so, how long and why?: No. Personality Why do you play SS13?: First and foremost, I love the setting. I love scifi, I'm a huge robophile, and the complexity hidden behind the simple graphics of the game really immerse me. I love being able to sit down and either tweak an existing system (like the power system) or create new systems for personal or assigned projects (setting up containment for xenos for example). Why do you play on Aurora?: The people and mood. I have a friend who I've tried to get into this game. For whatever reason it doesn't appeal to him. He has fun downloading and running the server alone on his own computer, getting in and walking empty halls, messing with equipment; but he can't or won't play with other people online. The complexity of the game is great, but it's playing with a community of people who want to craft the same universe and want to see the setting come alive why I enjoy HRP and this server in particular. What do moderators do?: They respond to player concerns and complaints. They make sure that the rules are observed and mediate if necessary. They also help new players acclimate to the server. What does it mean to be a moderator for our server?: For Aurora, being HRP, moderators will have to deal with issues relating to what was stated in the previous question in addition to concerns that consider the interactions between players. While I don't believe that every decision will be considered "Fair" by all parties involved, it is worth attempting to come to an agreement that considers all points of view, both IC and OOC, and still remains within the rules of the server. Why do you want to be a moderator?: As stated earlier, I've been on and off this server for around three years. It's given me a lot of good memories and people I could consider a friend. I want to help uphold the community and give something back. What qualities do you possess that would make you a good moderator?: My best qualities are patience and persistence. I have a high tolerance for repetition and am willing to spend time digging to make sure I have all the information I need to make a decision. How well do you handle stress, anger, or insults?: I handle all three fairly well. In my actual job, I am a repair technician for a wide array of systems. I work on laptops, desktops, and servers for both home and office. I repair networking equipment, satellite communication, get on roofs, run cable (again in both people's homes and offices). I even repair robotic pill cabinets for high volume pharmacies at times. The company I work for is contracted to do work for all these various companies and it is a daily struggle to schedule timeslots, repair equipment, and also make sure the customers are happy. All while driving sometimes two hours away. It can be stressful. People will insult me to my face and it would be very easy to get upset and angry. I have a very thick skin and though I may get salty sometimes and refute my warnings on the forums I never let any possible anger I have show. It would only undermine my credibility. Anything Else You Want to Add: As I said before, I am very glad to be a part of this community. I hope that in my time here I have shown good judgement and treated other people how they would like to be treated. I want to help maintain the server, help people who are having issues, and make sure this great thing we're a part of continues. I'm always impressed with the coders, sprite creators, devs, moderators, and all the rest who work to keep this ship not only afloat but improving all the time. I'm really looking forward to future changes and I hope I can help be a part of that.
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BYOND Key: Evandorf Character name: Suvek Tokash Item name: Tokash Ancestral Spear Why is your character carrying said item to work? Tokash comes from a proud and traditional Unathi clan. Canonically we was given this spear by his Grandfather before he left Moghes to remind him of his clan and lineage. Item function(s): The item will serve a purely decorative function with similar mechanics to a flag. Item description: "This spear is clearly very old but well cared for." Item appearance: It would look very similar to a normal spear with the addition of simple magnetic hooks to allow easy installation to a wall of the user's choice. How will you use this to better interact with crew and/or stimulate RP? It is a cherished object that clearly ties Tokash to his clan. Hung in his office it would be a conversation piece at the very least. I intend also to add it to my exploitable information so it can act as a weakness or at least leverage for antagonists. Additional comments: I want to be clear that this is not, mechanically speaking, a weapon. If the simple fact of it being a spear is going against rule three then I guess I'm out of luck. The reason I am asking for this item is because I want Tokash to have something to make him feel more Unathi. Since moving from Officer to HoS he has been on the front lines less, there is really no excuse for him to carry a spear because he has an energy pistol and telebaton. But he still is Unathi at heart. If this is allowed, I would like to ask that perhaps the sprite when mounted on the wall appear as a mounted spear, but when carried the sprite would look as a spear normally would. I do not plan to carry it around the station, perhaps I would only take it off the wall if there were an emergency shuttle called and he feared to lose it. Or perhaps if there were an Unathi dignitary it would be prudent to present it. Regardless, the effect of hitting someone would have the effect of hitting someone with a flag. If having the carry sprite look like a spear is too much, then I would opt for having it be boxed up when carried.
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I wanted to post a quick rundown of events from my point of view since I was letting DasFox take point through most of the ERT response. [*] After joining the ERT, I moved to grab a redsuit. DasFox was making intial contact with station command. From the beginning we had reports that most if not all of security was compromised and that the Captain was besieged in his office. [*] DasFox states to suit up and bring plenty of firepower. These are not the exact words they used and it might be good to check the logs since intent is important. [*] I grab my redsuit, change out my laser module for the laser cannon module. I get a harness filled with C4. I get a belt with a baton, shield, two handcuffs, three frag grenades, and two clips for the bullpup. My suit comes with a built in grenade launcher with other non-lethal grenades, so I only loadup on frags in my belt. I also slot a frag in the bullpup. Additionally, while carrying the bullpup in hand but put an energy rifle on my back. [*]We board the shuttle. DasFox makes an announcement to the station before we leave stating that security is compromised, station crew should immediately drop their weapons, and that any crew seen carrying weapons would be treated as hostile and fired upon along with all security personnel. I think this may have been a little over the top, but based on information we were getting from the Captain it seemed like there was a full scale mutiny going on. [*] We arrive, move to the bridge. Trekker, our engie ERT falls back, due to having some trouble getting his jetpack working. We had moved into the command elevator shaft rather than calling the elevator and Trekker had fallen, although he did not break any thing. [*] We meet the Captain in his office or at least it seems to be the Captain. He has Corvo's ID and is wearing the Captain's EVA suit. To be honest I don't remember what was said between DasFox and the Captain here. I was mostly concerned making sure Trekker was getting his jets working and didn't break anything. Possibly the captain told DasFox only that the ones attacking the bridge had gone to medical. Regardless we did not stay in the Captain's office long. [*] Trekker is still lagging behind. I follow DasFox out of the bridge toward medical. [*] We arrive in medical and spot Carmichael near the cryotubes. Since I was behind DasFox and Carmichael moved south, passing the elevator and moving past the CMO's office, I can only say I saw DasFox firing. Amory said earlier in this thread that he shot a few slugs as well. [*] We chase Carmichael through medical, eventually following him to the OR where we see him and Vira (The HoS) taking cover behind a wall and the door. [*] The door to the small room joining the ORs seems busted. DasFox tells me to blow it open. I do not remember the exact wording of the command, but it was such that it implied explosives and not a crowbar. I didn't have a crowbar on me at the time anyway. [*] I use C4 and attach it to the door. Carmichael and the Head of Security fall back into the fore OR and we follow with DasFox taking point. [*] I have no way of making a clean shot at Carmichael with DasFox in front of me but in the small OR space I see DasFox get his bullpup disarmed by Carmichael. Vira had moved to the Bottom left most corner of the fore OR. This is where I made my first mistake. [*] I cycle my bullpup to grenade and move into the OR. I quickly fire the frag I had loaded over to the other side of the room near Carmichael and Vira. DasFox, having picked up his bullpup quickly falls back with me but gets cut by some shrapnel. They say they are fine and quickly heal themselves. I will readily admit that I did not remember the grenade timings had been changed. I also was not aware that the frag grenades would do so much damage. The walls were damaged and only open girders were between the room and the small 2x2 open area north of the OR. The windows to the main hall were also blown out. [*] Carmichael was down at this point. Either in crit or dead. The shutters went down and when we got back into the room Vira was gone. She either walked out through the broken windows or used the red shade power. [*] We followed Vira south. I did not see her, but apparently DasFox had because we entered the toilets and the middle one was bolted. [*] About this time I was bwoiked about ignoring a dominate command. As I told Queen at the time, I did not see a command nor did anything pop up regarding it. In LooC people were saying it was a known bug. [*] DasFox tells me to blow the door on the bathroom stall. I C4 it open and Vira is inside. DasFox aims the gun at her and nothing happens for a moment. Several seconds later DasFox states in LooC that "it" was cheap and that they were ahelping "it". I assume Vira used dominate on them when the door was blown open. [*] There was a bit of snark exchanged back and forth in LooC at this point. Eventually DasFox says that the ahelp hadn't been answered. Vira is using the influence ability on me and I am getting messages like "You feel they are a good person." ect. [*] I make mention to the other trooper that we should taker her in. I didn't want to kill another vamp using dominate and I was already being influenced so I ask her to disarm, she complies, I put cuffs on her and we start moving to the shuttle which had been called. [*] We get to the surface sec checkpoint and DasFox tells me "keep working on this, I'll get the other." [*] I keep the HoS moving towards the shuttle. It should be noted that at this point she had not been searched and only her carbine and energy pistol had been confiscated from when she willingly disarmed. [*]We get to the shuttle and I move toward the holding cell. The HoS goes into red shade mode and floats back toward the station. I did not report in at this time but made a quick exclamation to those nearby and move off. [*] I find Vira on the floor near the checkpoint, still cuffed. I shake her up and radio in "She tried to escape." As shown earlier in the thread, the response was "Kill her." [*] I suppose at this point I had a choice and could have ignored the order and simply put her on the shuttle but the command didn't seem outrageous. She clearly had some kind of ability, was hostile, was reported to have attacked the Captain, and made multiple attempts to escape. I suppose in the end I complied with the order because the round was ending soon and I didn't have the means to contain her properly if she attempted another escape. [*] I apologized to her and fired a three burst round, point blank to the head, right as she glared me down. She ran round the checkpoint and at some point she broke her cuffs. I'm not sure if taking damage had triggered a rage. I'm not super familiar with the vamp mechanics. [*] I chased her around, firing through the glass when I could and threw a few more frags round corners. Eventually she went down. [*] Radio'ed in about what to do with the body and took it back with me to the shuttle where I met up again with the other two EMT troopers.
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I've been away for a few months so I may be in the dark on recent changes, but I remember reading that stationbounds have EMP shielding now, right? If this is from a focus on removing game ending mechanics hasn't this been addressed by the shielding? In my experiences the AI itself isn't generally countered with the ion, so this would apply primarily to the borgs.
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What is this from?
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I think having a simple cube where the Sprite flashes as a typing indicator would be neat.
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From the way this reads, most of these effects increase the amount of time it will take before hunger sets in. Burger can correct me if I'm wrong but it seems that the hunger created by walking was halved, so you get less hungry from walking but the half that was removed was simply moved from hunger accumulation to thirst accumulation. So overall hunger will accrue at a slower rate, thirst will accrue at a similar rate, but since you eat and drink approximately around the same time the affect over all will be fewer trips to the vending machines. The same is true of hunger accrual from stamina regen. The amount of hunger required to have neutral affects was doubled, but this would make sense if hunger accrues slower. The amount of thirst required to have neutral affects is 50% lower than hunger which also makes sense because as I understand it thirst will accrue slightly faster and may be affected by other considerations like salty food. The numbers here can be tweaked if they appear to be unbalanced as well, but I trust that it will be worked out to everyone's satisfaction.
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It seems like the schism here lies between people who want to/can RP without direct in-game consequences (who will drink if they deem their character needs to drink) and those who want/need RP where the consequences are reflected in the game via the mechanics (even if the outcome is very small and seen only to themselves). I, personally, would get enjoyment and immersion from this addition but I understand the concerns presented as well. To me, the proposed changes do not seem radical, but any issues should be addressed/tweaked as we get more information or as the changes are playtested. I also feel that some people in this thread have misgivings not related to the proposed changes directly, but because of the author and incidents in the past. On the other hand, it makes it hard for me to argue in favor of changes I agree with when you threaten to verbally abuse people, Burger. Snark or not.
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I may be in the dark on lore here, but has it been explained why the shifts are so short? I had assumed the two hour length was simply for the sake of round turnover and to make sure that things didnt get stale. I don't think the normal two hour time frame should be a large factor when calculating how realistic something is. And from what I've seen of the proposed changes, especially now that IPC thirst has been removed, the mechanics are not being made worse. The time it takes to dehydrate or become hungry appear to have remained the same.
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I'll put my two cents in here and say that this doesn't seem redundant or like a double need. Both hunger and thirst fall under an existing need of nutrition. Adding thirst mechanics diversifies nutrition and gives it more complexity, adding to immersion. Aside from a few exceptions, infrastructure already exists to serve the new options and because people already make regular use of the vending machines, bar, and kitchen, the added complexity would not infringe on fluid gameplay.
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Maybe instead of a lube dispenser similar to a water tank, you instead used a mechanic similar to how IPCs can charge from APCs. A small panel on the wall they can interface with to renew the coolant/lube. It would also be easier or at least take up less room in other areas of the station; the bar for example. If you've got people who want that authentic "synths are people too" struggle.
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I'm not certain about the specifics, but does hunger and thirst progression proceed linearly? If so, I think changing it to take longer for the first levels to affect you while having the later levels come into effect faster as each one passes, would be a little more realistic and lessen the possible irritation some people have with being forced to drink or eat. They could possibly push through mild hunger or thirst and keep working, but ignoring it too long would escalate quickly.
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That's because being afk/ssd is not an in-character consideration, and it should not become one. People don't just decide to stand around and stare blankly into space in a workplace when they are supposed to be on the job. We just sort of suspend when that happens or our disbelief due to the nature of the game. "Hey I need you to patrol the starboard side but I see you're set to 'sleeping' right now so I'll just let that slide, it's okay to take a little nappy on your two hour shift. while there is a dangerous criminal around. " This doesn't need to be in the game, criminal or not. You shouldn't be voluntarily going fake-afk. To be fair, they have lore for SSD. But at this point I agree with Scheveningen. Just implement the ability for the sensors console to show true SSD characters. No toggle or antagonist mess.
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I feel like the antagonist use of this suggestion has overshadowed my original intent. I mentioned the possible uses by an antagonist as ancillary. But I agree with you about its affect on roleplay. Perhaps then we only make it to where if you are registered by the game as inactive, it also shows on the sensors console. Not a thing you can toggle, aside from normal suit sensor activation. People have referenced the ability to see inactive players on the manifest, but I don't think that's available to people in game. Inactive status doesn't show on your pda manifest as far as I am aware.
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Yeah, but what he's wanting is the ability to toggle this manually, so you can fool people into thinking you are afk or SSD I don't know that it's necessarily meta. The way I was thinking it would be used is like the Pose verb. Sometimes if I am watching cameras intently or writing paperwork I'll pose myself in some way to let people know that I might not notice them or that I might take a long time to respond. My thoughts were that this could be used in a similar fashion but in a more accessible fashion via the sensor console.
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This is really just out of consideration for other players, but if you have to go afk for an extended amount of time you can set this so that if someone is looking for you and you are not responding they may have more information. Additionally it gives antags additional misdirection options. I'm not sure if it would be possible for suit sensors to show actual SSD status to medical but that would be nice as well.
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I think it's pretty straightforward. It would help keep the Officers safe and at the same time keep crew safe from power-tripping officers and antag officers. Additionally it would help HoS and/or Warden manage the team tactically in an emergency or if comms are down. It could be merged into one item with the holobadges.
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I was proud of this barracks I made in the old firing range today.
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ORB is the best borg. Even if he does plunder maintenance before I get a chance. And the sprites look great. +1.
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[Accepted]Evandorf's Head of Staff Application
evandorf replied to evandorf's topic in Whitelist Applications Archives
The main reason why Tokash is tight lipped is because I felt that being overly active on the radio would take away from his stoicism. He has already changed a lot since I started playing him which is why I have no problem making him less stoic. As far as changes to make, I would more closely monitor comms and have regular check-ins with security staff. In an emergency I would likely lead from my office, assigning overall tasks without micromanaging and acting more to manage resources than interact with the threat directly. Unathi aren't oblivious to the benefits of tacticians, and I think you can successfully RP an Unathi that sees strategy has an honor of its own. I would lean more heavily on the Warrior Tenant of Integrity as opposed to the Tenant of Courage, which is what I do now. -
[Accepted]Evandorf's Head of Staff Application
evandorf replied to evandorf's topic in Whitelist Applications Archives
Hmm. I agree with your concerns, Coalf, and I appreciate your taking the time to observe. The only qualifiers I will put out are that lately I have been more Officer than Warden and I tend to take a more operational/organizational role as Warden, especially if there is no HoS at the time. I like Tokash as a character and I don't want to put him in a "Serious Warrior" box so I would be completely amenable to making him more responsive. It would go hand in hand with what Burger said about his other tendencies being curbed. I could also amend his records and RP like he has taken further managerial/organizational training. Currently his command skill is set to amateur. I think it could realistically be raised to trained. On the other hand, I could also make a new character for the whitelist if it is simply the character which is the issue. -
Apologies if this is already done in some way, but I verified with Coalf before posting this and he says that the secret mode odds are always the same. I think that most people who vote secret do so because they either prefer to not know the antag going into the round or because they do not have a preference at the time. Altering the odds for a particular mode in secret based on the votes it received will better reflect the wishes of the current players. This would only be a small, but noticeable increase in percentage chance. This would not remove other restrictions such as player count. This would mean that those rounds where crossfire or extended loses to secret by just a few votes or even during a tie, would give the people voting for those modes a better chance for the option they want while still preserving the possibility of others and the element of surprise that secret provides. It would also break up some of the monopoly that secret has, encouraging other options which historically get only a handful of votes (vamp, wizard, malf) by using the votes to increase mode probability. There would be fewer votes for secret and a more even distribution of real votes that match the players' wishes.
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BYOND key: Evandorf Character names: Suvek Tokash (Unathi Warden/Officer), Nia (Shell IPC Engine Technician), Patriarch (AI) How long have you been playing on Aurora?: Three Years Why do you wish to be on the whitelist?: I have two main reasons for wanting the head whitelist. The most obvious one is that I would have a greater influence on how events play out on station. I would likely be playing Head of Security mostly but IAA would be interesting to me as well. I have sufficient knowledge of the server rules in addition to adequate RP skills to make antag and non-antag confrontations both enjoyable and equitable. My second reason is for personal character development. Tokash is a driven individual and his personal goals include climbing the ranks as high as he can, bringing more honor to his clan and economic stability to his family. Why did you come to Aurora?: The short answer is I found it one day when it was listed and not hidden. I enjoy HRP and after spending some time here, on and off with a few breaks in between, I enjoy the structure and amount of oversight the community, moderators, and admins afford the server. I may not always agree with admin rulings but overall the few unfavorable experiences I've had are far outweighed by my enjoyment of the community and the environment it creates. Have you read the Aurora wiki on the head roles and qualifications you plan on playing?: Yes. 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: Roleplaying is telling a story. It is what immerses you in this world and makes these characters we play important. Being competent within the game mechanics and being "robust" should be secondary. Roleplaying is what elevates this game above the others. It gives the actions taken in-game meaning. The infinite amount of interactions you have with other people creates situations, relationships, and outcomes that are never really identical to one another. As long as people communicate, work together, and act with their fellow players in mind we can always find new and interesting directions to take situations, both antag and non-antag. Roleplay should be about both the interactions between characters and adding finer detail to the situation at hand that the game mechanics don't account for. You want to give the other players as much information as you can in your actions, speech and emotes. Communication is key, and it does need to come from your character's mouth. Even in tense, high pressure situations, you can give the other player notes and an idea of your intent and the direction you want to take a scene. If both parties are willing to listen and facilitate the other, then RP is like the grease that helps the round move along while enriching the experience. Detailed descriptions of actions taken, small mannerisms, and speech patterns all add depth to and reinforce the lore of the universe. What do you think the OOC purpose of a Head of Staff is, ingame?: To assist other players. Whether it is by helping new players understand their jobs, mechanically or ICly, or ironing out IC disputes before they escalate to something that requires an IR or ahelp. You are also required to coordinate within your department. CE should delegate repair tasks, Head of Security should ensure that regulations are being followed and due process applied. The Captain coordinates between the other heads and within interdepartmental affairs. Heads should be the foundation of the station, a base of stability that can be relied on when shit hits the fan. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: Heads of staff are not moderators or admins. Their power is only IC and usually only in their department unless a clear and present danger requires action. Still, it is their responsibility to be impartial and free from bias against other players. This does not mean that your character cannot have their own hangups, but you must make sure that when dealing with other players you take their considerations in-mind when making decisions that affect them. Obviously you have to follow regulations but there are a lot of instances where it will come down to a personal decision and then you have to act fairly. Upholding this is mainly accomplished with clear communication. Ensure you have as much information regarding the issue as possible. Some information may need to be obtained by LOOC but it should be kept to a minimum. Please pick one of your characters for this section, and provide well articulated responses to the following questions. Character name: Suvek Tokash Character age: 32 Please provide a short biography of this character (approx 2 paragraphs): Suvek is the youngest of seven brothers. He was born on Moghes, in Skalamar. The Tokash clan is largely centered around interplanetary trade and most of his brothers have followed his father into the family business. However, Suvek is very close with his grandfather who is a veteran of the Contact war and has been guiding him since he was young along the Path of the Warrior. Tokash is not dumb, but for better or worse he was trained mainly for combat from a young age. However, with the end of the war and the shift of the Hegemony's focus as it works with outside races, focused warriors are no longer in prime demand. After winning acclaim in some tournaments as a young adult, Suvek hired on with NanoTrasen's security department mainly due to a glut of unemployed Unathi on the homeworld. Since joining the Company, Suvek has worked his way up the ladder. He spent the mandatory two years as cadet. Duriing his tenure as cadet, his traditionalist nature caused friction multiple times. The following is an excerpt from his employment history: NSS Fellowship 20/06/2453 - 13/01/2454 - Assigned to Station Security Division as cadet pending proper training and on-the-job hours. - Reason for Leaving : Incompatible Management Style - Mr. Tokash was regularly at odds with Head of Security Angela Williams, with trouble coming to a head when Williams promoted a female human cadet ahead of schedule waiving certain training requirements. Certain insults were made against the Head of Security and were met with threats of termination. Reassignment was requested after the intervention of the Station Captain. ...and then further on... ONGOING TRAINING: Is currently enrolled in company provided Extranet classes for Racial and Gender Sensitivity Training. Enrollment was recommended by resident Hypatia Station Psychologist, Arthur Clarke, PhD, after multiple complaints were recieved regarding Mr. Tokash. Since becoming a fully fledged Officer, and subsequently Warden, Tokash has mellowed out considerably. I still try to give people the stink eye when they are female in sec, and Guwan are still guwan, but he is amicable for the most part if a bit stoic and brusque. He is recently "engaged" to Ilaeza Marwani and her influence has also changed his behavior slightly. What do you like about this character?: Sometimes I think I am good at RP. Other times I think perhaps I'm just good at RP as Tokash because it's close to my IRL mood and I don't have to change much. Regardless, he is no nonsense and most often will take the quickest and most direct way to solve a problem. He can have a sense of humor but for the most part is silent. I have been trying recently to incorporate these aspects into more lengthy RP, especially where antags are concerned. His sense of honor will often time prevent him from backing down from a fight, but on the verge of starting a familiy and also growing older he is starting to mellow more. What do you dislike about this character?: Sometimes because of his traditionalist nature it is REALLY hard to find a way around a simple confrontation. I am getting better at it, but sometimes especially with loud and fast antagonists it can devolve into a shootout. Additionally, it causes friction with his "fiance" who is much more progressive, similar to Ouereans. It will be interesting to see how this gets resolved but it can be very frustrating at times. What do you think makes this character fit to be a head of staff?: Despite his traditionalist views and single-mindedness, he is able to coordinate others effectively when needed. As warden, in the absence of an HoS, he regularly has to man cameras and coordinate with Officers in the field during emergencies. He is also well versed on Regulations, warrants, and the application of due process. Following the Tenants of the warrior requires righteousness and so he tries to be fair and honest in all things. This includes making sure the prisoners are treated fairly and are not subjected to charges that do not apply. Please provide well articulated answers to the following questions. How would you rate your own roleplaying?: I would rate myself at about a 7. I have improved over the time I have spent here but sometimes I do focus too much on the task at hand. Getting the Unathi whitelist and having to remember cultural norms, speech patterns and such has also made me slow down and take my time when doing things. It means that I have more time to stop and think before acting. Extra notes: None.
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Well, the hud is only really there for the working eye. I suppose it could be the scouter type hud on the one side and a patch on the other, but the character pic is already done and I just like how the glasses look better.