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Arkin100

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Security Officer

Security Officer (6/37)

  1. Seems reasonable to me. For the new players it will allow for a chance to learn the general mindset of the server, and for veteran players it's not such a long wait.
  2. You were too humble to attest to your own level of roleplaying, so allow me to do that for you: Dedicated, immersive, convincing, subtle, helpful (and a genuinely nice guy in OOC too). This guy is one of the best borg players I've come across in the game. He picked a very specific way to play his unit OneZero in the game, and his ability to maintain character bars on that of a stage actor. I can't help but admire the way he takes the time and effort to portray the little subtleties that depict his character: The protocol-driven behavior, the constant beeping when engaging in conversation, or the little gestures that genuinely make me forget I'm interacting with a real person, and not an actual machine. And then there's the backstory: I just want to see how this unfolds in game, I can't imagine it to be anything but a great experience to witness. It's well written, interesting, and a complicated challenge to take on. Needless to say, I approve.
  3. Let's not forget that Oxygen is also a very flammable gas, so perhaps filling a whole mask with it could be considered a safety hazard. Furthermore, as with pilot helmets - in extreme G forces gas gets displaced to the back of the helmet, which can result in suffocation, that's why pilot helmets also come with a built-in mask. It's not inconceivable to assume that the people who work in voidsuits might be exposed to such forces when traveling on shuttles or escape pods. Killerhurtz only tried sharing his personal views with you regarding the suits, not force them upon you (Hence the beginning of his statement: "The way I see it"). This is the wonderful thing about roleplaying: We all get to fancy how we imagine stuff works when it comes to the finer detail. All in all I could accept this idea as reasonable, but I'm going to stand by Killerhurtz and disapprove this for now. You can't expect your own ideas to be respected and considered if you don't take the time to at least acknowledge another person's point of view.
  4. By the way, there are sooo many other things that can be explained as easily by applying Killerhurtz's reasoning: - PA is dismantled between shifts as part of the maintenance process: It needs to be taken apart to be scanned for any damages that might have been caused by long exposure to the Singularity. - AI sometimes changes (or is even uninstalled in some shifts) because NT also uses to Aurora as a place to field-test new AIs (which is also why they can malfunction sometimes). - Door wires are scrambled between shifts for security reasons: You don't want some syndicate agent to be able to infiltrate one shift and then figure out how to permanently hack the doors whenever he comes back on board.
  5. Yeah, likewise. I love how we got this far by discussing simple time synchronization.
  6. I like those numbers, can put it down to the AI resetting non-essential configurations between shifts. I like the idea, in fact we might not have to go to such lengths to explain it: Maybe the Singularity itself isn't the problem, but the massive amounts of radiation it emits slowly weather the shield generators, emitters, and collector array, so every few hours it has to be shut down to allow those components to be either repaired or replaced? I like your idea! - the Aurora is mainly supposed to be a research station, so why not make it something akin to a giant scientific experiment? Between shifts everything is reverted in order to set the 'experiments' back to their default states, so that new data can be gathered under consistent conditions. As for research, it's not too far-fetched to imagine that scientists would be running the same experiments from shift to shift. That's just the way science work, you test theories multiple times to further consolidate them. Could just be for bureaucratic reasons: NT demands an equipment count from shift to shift in order to keep track of the station's stock and discourage petty theft. I can imagine a department head getting chewed out for being 1 hardsuit short at the end of a shift. So, putting everything back in place makes sense, since that's how you usually keep track of logistics. If a certain item is missing, depending on the item, the department head (or all the department that manned last shift) get a pay dock (not necessarily needs to be implemented, that's just how I fancy it) Usually, if I end a shift in cryo I spawn back at cryo the next round, and vice versa. I like what you're saying though - the Aurora isn't meant to be lived on for long periods of time - that's what ODIN is for. There are dorms to allow for short rest during shifts, but otherwise the crew spend most of their off-the-clock time either on ODIN or planetside (on vacations and such). We can say solars are de-wired to prolong their lives (being online for long periods of time degregates the solar array, for argument's sake). Excess power can easily go to towards charging and powering the drones and machines that refit the station between shifts, or it can simply be vented off as heat into space. We can also say Atmos is reset for similar reasons - most atmos optimizations opt to pump more air into the station, so this status is reverted to save some of the precious gasses used in the process. All in all I like your ideas alot. They give a very neat explanation to most of the inconsistencies that occur between rounds. Context accounts for much when creating immersion.
  7. As Xelnaga said - Station time doesn't necessarily correlate with character's biological clocks. A character might get the 'night shift' on the station, but to him he considers it day time. Alternatively, time can be randomized each round to allow for a bit of variation in the dynamics of the shift. It can even be subjected to the current number of players - can deliberately be made so that when the server isn't very populated the time automatically shifts to late at night to simulate the so-called 'graveyard shift'. This is mostly a suggestion to add a bit more color to the game, nothing too drastic or urgent about it.
  8. I agree it's hardly imperative to the experience as a whole, but I think it's a nice touch, if it's not too hard to implement.
  9. Just a thought I was having lately while playing on the server: I like how the station's timeline exists 442 years into the future, and that is correlates with the current year - allowing characters to age and whatnot. The thing that I feel is missing is sort of a day-night mechanic. What I mean is that every shift starts at 12:00 PM and advances in real time (I.E. - one minute game time = one minute irl). In a way I feel like an opportunity was missed here. Every shift starts at the same time, and at most will last up to 3 hours before resetting. You never really get to wish people a 'good morning' or a 'good night' without coming off as slightly inconsistent. Can't we set the Aurora's clock to match standard GMT time? It doesn't matter if the 'graveyard shift' (so to speak) were to start around 5PM, but it'll be nicer to actually have that sort of feedback in game. That sort of dynamic shift in the station's time would add a subtle touch of variety, in my opinion. I was leafing through this section of the forums to see if the idea was pitched before, but couldn't find any thread title that would confirm that. I apologize if I missed it, but if it has gone stale I would still like to rehash the idea. What do you guys think?
  10. I have to agree with the others on this one, your application betrays a measure of either disinterest or lack of motivation. You should really aspire to try and sell yourself and your character in this regard, think of it like an actual job interview: Why should they hire me? What have I got to put on the table? Also: Just a personal pet-peeve of mine. '8' doesn't really tell me anything about your roleplaying skill. You see, numeric scales, despite their apparent mathematical accuracy, are in fact very subjective. We each hold our own scale for these numbers, so 8 for you might be a 6 for someone else. Instead try and explain in words what you think makes you a strong roleplayer, what makes you a weak roleplayer, and why. It will also help illuminate who you are as a member of the community, and people can actually gauge your testimonies in game. Better luck next time, don't give up just yet.
  11. Well I can honestly say I feel quite silly now xD I'll be looking forward to seeing you in game!
  12. Finally an application for a character I know relatively well! Normally I feel hesitant about posting in these forums, both because I'm new, and I feel that my input is slightly irrelevant. I'll definitely take a stab at this one: To cut to the chase, I honestly hope you do end up getting the position, because if you're not worthy of it then I'm probably not worthy of my own application. Now to those of you who actually wish to know why, here are my considerations: I've had the pleasure of running into Dr. Halliwell several times over my short career on the server, and I have to say he was always a striking figure to me. He always seemed to know what he was doing, always seemed calm and in control, and always gave my character the best possible treatment at the time (I've never been fatally injured while on the Aurora, but I've seen him taking care of other critical patients while I was in the area, so I count those as well). Sadly I never got to interact with him on a scale that would allow me to accurately gauge his character's performance - but I certainly never felt any inconsistencies with his act. OOC wise: Code2200 strikes me as a player who knows nearly every aspect of this job to a fault, and deliberately handicaps himself in order to portray his character more convincingly. Considering how easy and tempting it is to Metagame, this is truly admirable in my opinion. Lastly: To me, it goes a long way when a character's personality and traits match the background story behind it. Usually I love to nit-pick and find small clashes between a character's story and their personality ingame, but I can honestly say I found none in your application. Goodluck with your application, I'll be looking forward to more adventures in game!
  13. Wow! I can't thank you enough for the compliments! But thanks! Who do you play in game? Forgive me if I've already asked and forgotten - I try to write these things down when I'm able to. Either way, I'd like to know who I have the pleasure of talking to at the moment.
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