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Crozarius

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Everything posted by Crozarius

  1. Yeah like that.
  2. The suggestion is simple: Differentiate magazines of different ammunition type by adding a coloured band to the heel of the magazine (the bottom - i don't know what that part is called) sprite for quick reference. They do this IRL so some goober doesn't nail the protestors with lethal ammunition, or fire a 40mm frag instead of smoke. For example .45 rubber magazines could have a blue stripe (because the .45 rubbers have blue tips.) Leave lethal magazines unmarked. IF POSSIBLE maybe the magazine could protrude from the pistol a teeny bit so you can see the colour of the band so you know what's loaded, and the sprite would change based on what magazine you've loaded?
  3. General officers still exist. You can queue up for DeptSec and pick your department preference, or you can go for General Officer.
  4. This project will add an internally consistent and ICly realistic buff to security instead of just buffing weapons damage or giving them more powerful equipment to make them more robust. I'm not sure where you got this idea. The current plan for this project doesn't make any changes to jurisdiction and doesn't suggest that DeptSec officers won't be able to do things outside of their department. I guess it's CCIA's perogative to make that call, but it would be CCIA's fault, not the fault of this project if such a ruling were to be made. It seems unfair to me to criticize the project based on CCIA stuff which is decided by CCIA, not the project... See above. See above. Non-Decurity Department Heads will command DeptSec officers only nominally; It'd be there to stop DeptSec from ignoring the Head in their department wholesale, although the HoS in practise has the final word in all manners of station security. However, I'm sure that CCIA will come up with an appropriate policy regarding this.
  5. Department Sec will not be handcuffed to their office. They are permitted to leave their department in the same way that Security right now are allowed to leave the Security Wing.
  6. Playing an IPC right now is painful for a variety of reasons, especially if you're playing an industrial IPC. The IPC rework is a pipe dream at this point, or at least until the IPC lore team is rebuilt and figures things out. What I'm proposing is a quality of life change which I hope will make playing an IPC a little less painful, and will hopefully be technically simple to implement. Right now if an IPC takes 10 damage to its limbs, it suffers malfunctions which will cause them to randomly spark and drop items whenever you do something, compounding if both arm and hand or leg and foot are damaged. This damage threshold is frustratingly low and is met by very small amounts of damage such as any amount of electrocution no matter how minor due to IPC burn vulnerability (Yes, even getting RNG zapped charging at an APC), being knocked over by a rush of air has triggered it for me, I've had it triggered by vending machines thowing things at me, etc. My point is that relatively minor damage is causing debilitating malfunctions that make it incredibly painful to play, and because of "balance" IPCs can't repair it thenselves, so you are shit out of luck if there's no roboticist. This is also compounded for any industrial IPCs who have to use a suit cooler and must carry their backpack: You're going to drop it. What I propose is to simply increase the threshold for malfunctions occuring from 10 damage to 30 (which is the threshold for damage becoming 'extensive' and requiring the Roboticist to open the maintenance panel to repair the damage.) I don't know whether it's possible to make these values different for different models of IPC but if it is maybe make Industrials 35 and lighter frames 20 to be more in line with their supposed fragility. There's a lot to say about how absolutely godawful it is to play an IPC if you aren't a validhunting powergamer. I understand that they've been made this way because of those people, but it's made playing IPCs akin to pulling teeth for people who aren't here to just click spaceman horizontal. Speed is an issue, self repair is an issue, suit coolers are an issue, a lack of meaningful flavor advantages for industrial IPCs is an issue, but these are more complicated problems that should be looked at in a full rework should that ever come to pass.
  7. Rats are valid in the kitchen, and I've never seen anyone use mousetraps outside of the kitchen. It's very aggravating to have some prick eating ingredients and taking bites out of finished meals (People can see when food is bitten and refuse to eat it IC). It's because of these memers that I can't leave meals on display and have to instead hide them in the smartheater. That and people who bring Ian to the kitchen and food safety nuts. Rats should have a hard time.
  8. I love this suggestion. It's a great idea. While I did have my reservations especially regarding the deptsec's inability to access the security radio channel, it appears that that feedback has been received and they now have access to it. In fact, I even consider this as a buff to Security, given that it will increase the total number of officer slots, grants Security more department access, and puts Security closer to departments in such a way that makes them even quicker to respond to department level stuff. I don't think it railroads or traps security to the extent that has been expressed above: A department security officer is not trapped inside their department, they're just responsible for it on paper. You're allowed to leave your department, you're allowed to patrol outside of your department - you have a department radio after all, and they can call you! You're just the officer responsible for your department, and with that and your increased access it encourages extra interaction with that area whilst not strictly limiting your ability to do other stuff. And let's be honest here: Being in a department isn't going to make security vulnerable to the degree that I've heard: If the mercenaries want to hit the armoury hard and fast from a position of surprise, it doesn't matter if every single security officer is standing inside the security lobby when it happens: You're not gonna' get into hardsuits and stop them in time. Being attached to departments and being spread out isn't going to reduce Security's ability to stop that sort of thing - if you find yourself having to run from your department to Security it'll take you what? 15-20 seconds? Not that much more than if you were patrolling main hallways like Security usually do. It's not a big deal. This PR also makes a lot of sense from an IC perspective: A greater distribution of officers throughout the station makes more sense for Code Green which would be overwhelmingly the normal state of the station. Nobody expects the station to come under attack by a concentrated assault from a bunch of highly trained and ruthless mercenaries, and while I'm not saying that Security should not be prepared for that whatsoever, what I am saying is that from an IC perspective the benefit of having a spread-out Security force is greater than having a heavily centralised one, because the risk of some kind of concentrated assault is so tiny. But further to the whole 'addressing concerns' and 'makes sense IC' things, I just also like this PR because I think it'd be cute to have an officer attached to my department. It'll bring security that much closer, and I'll have the opportunity to interact with them and get to know them better. My experiences thus far have been pretty good if I actually get the chance to interact with security characters, and once I get that first contact and conversation with them it gets much easier, but in the standard course of things it's pretty hard to strike up a conversation with security when they're either hiding in the Security Dept or off patrolling. When they're inside the department I feel like it'll give a lot of people the opportunity to get that first contact and form a rapport IC, and even should that officer be transferred to another department in a different round we'll still remember that officer because we've become acquainted. I see that there's been a lot of hyperbole gone on in the comments of this PR. I wanted you all to know that in spite of that there are loads of people like me who think that this PR is a great idea!
  9. Hi Aboshedab, I have come to the conclusion that I don't have the disposition required for Lore Developer. To put it bluntly: I have been letting my recent obsession with IPC lore consume every waking moment of my life, and it's detracting from my work, my personal life, and my state of mind. I simply cannot resist the urge to passionately discuss my take on a subject that I am extremely interested in. Despite the frankly disingenuous and backhanded or vehement nature of some of the detraction I've been the target of in this application, I would love to clarify my actual stance on the lore to everyone who is willing to hear me out, because I feel that my message has become muddled through the lens of heated discord debate and some people have the wrong idea about my take on IPC lore. However- that's the problem: As much as I would love to, I can't keep doing this because I'm going to pour my heart out until 2AM and lose sleep over it, and annoy all my friends because it's the only thing I ever fucking think about. I have to stop cold turkey and just fade back into obscurity. I will leave you with this: Aurora is a Science Fantasy setting, filled with bluespace magic, actual magic, blood cults, vampires, the macguffin that is phoron - It's not a hard science fiction setting. Things make sense in lore because they make sense in context. While sure, there's a place for realism, but there is a problem where one part of the lore gets so hyper-realistic that it becomes problematic, and you need a thirty page technical document to role-play. This stifles player creativity. Science fiction settings need their magic dust to work; dilithium crystals from Star Trek, element zero from Mass Effect, spice from Dune, hell even phoron. It's a narrative mechanism that allows us to handwave conventional physics in order to tell a story. The precise technical details regarding how posibrains actually think is and should remain a mystery, because that mystery is the beating heart of the IPC experience: The philosophical question of whether or not an IPC is truly conscious. If you answer that question, the Disney Magic is lost, so to speak. My intention ultimately should I have actually gotten this position would have been to determine what factual inconsistencies and contradictions exist in the IPC lore and then fix them - Because to be honest there are undeniably some strange contradictions in those pages, and information which is confusing, fragmented, etc. No, I don't want to "cull" the whitelist; That quote was taken out of context from when I was speaking in hyperbolic terms about people who ignore the present IPC lore in order to either powergame or play completely Human "IPC" characters. Edit: If it isn't clear this means that I'm bowing out. This is my final message and I don't wish to engage any further in discussion, debate or argument on the topic of this application, discord drama, or lore in general.
  10. Wait, what happens to the Malf gamemode?
  11. Ckey/BYOND Username: Crozarius Position Being Applied For: Lore Developer, Deputy Lore Developer(?) Past Experiences/Knowledge: None. However, I have an interest in the subject and I have an IPC whitelist. Examples of Past Work: None Additional Comments: I am testing the waters here; I'm not yet certain whether I'm prepared for the responsibility of such a position, however the post advertising the Lore Developer applications suggests that I write an essay on any topic of IPC lore, and I have written a neat essay which I would like to get out there, so here goes. The content of this essay has been derived primarily from two points on the Aurora Station Wiki page on IPCs. Specifically, the paragraph on Self-Preservation, and Information for Whitelisted Players (Behaviour). Edit: I have considered the content of this essay after the fact, and I should make it clear that I view this as more of an unintended consequence of how the lore is currently written rather than as an opinion of how IPCs should be played on the server. It is, I suppose, at its core a discussion of a metalore rule intended to prevent suicide rush powergaming (IPCs primary directive should be self preservation) which has the unintended consequence of making them even more ruthless and cold blooded. When it comes to the topic of IPCs there are several aspects of positronic brains which haven't been explicitly stated which I think can be deduced from how the concept has been presented. The combination of their binary way of thinking and their desire for self preservation have far-reaching consequences for positronic ethics - or rather, their lack thereof. It is true that a positronic brain has the capacity to simulate an organic mind to such a degree that it can be argued that it does feel emotions in much the same way that a biological mind would feel them. However, the difference is that the functions of a biological brain are influenced by fluctuating factors such as hormones, chemical balances, nutrition and other minutae whereas a positronic brain is not; the thought processes and emotions of a positronic brain are purely determined by a combination of its original programmed architecture and the sum of its learned experience over its total up-time. A positronic brain is purely binary and makes decisions based upon facts and logic, unfiltered by organic variables. While the predictability of positronic entities is already a relatively well known fact, what has not been widely considered is the effect of this kind of decision making on behaviour we take for granted. When considering the binary algorithm based system which informs the actions and emotions of positronic brains in the context of their inherent fundamental desire for self-preservation, it can be reasoned that a positronic entity has no logical incentive to show generosity: A positronic brain by nature of their core architecture is designed to seek its own self-preservation at all cost, and as such the act of generosity (to give without receiving anything in compensation) would be completely out of the question - the positronic would lose resources and thus hinder its own ability to preserve itself. While it can certainly be argued that a sufficiently complex positronic brain would be able to deduce that an act of kindness would endear it to both the recipient and any witnesses, and calculate that the benefit of that would outweigh the detriment of expending resources, consider that such an act of generosity by a positronic could only be made disingenuously: It is not doing so to be generous or because it is good, it is doing so purely to increase its odds of self-preservation. Indeed, it can be argued that in a broader sense that the positronic mind is by design incapable of selflessness, and every action they take is ultimately selfish. Fortunately, the same logic and binary thinking which makes positronics incapable of selflessness also results in them having a far safer disposition than many organics: Consider that positronics lack the chemical and hormonal interference which can lead to mental illness or irrational and erratic violence. Furthermore, the positronic desire for self preservation precludes them from taking part in senseless criminal activities which do not benefit them. Should a positronic stand to gain from a criminal act, then it is obligated by its programming to compare the risk that it is caught and subsequently dismantled with the potential gain it would stand to achieve and make a decision on that basis with zero consideration for the ethics of said act. When directly threatened with death a positronic is obligated by its fundamental programming to do everything in its power to preserve itself, and should no alternative present itself a positronic will attack and potentially murder in self defence, even in circumstances where it is legally wrong. Understand that a cornered positronic feels no pain, empathy or mercy: its sole consideration is its own survival. What can be taken from all of this? It can be concluded that positrionic brains by nature of their fundamental design lack the capacity for selflessness and are devoid of ethics. However, having said that positronics are capable if not incentivised to mimic ethical behaviour due to the risks associated with alienating the society in which they exist. Of course, there are exceptions to the rule: Notably any positronic entities that have been programmed without the desire for self preservation, such as those created by malicious entities for specific high-risk tasks (i.e. assassinations) and those with aberrant posibrains.
  12. I think that this is a great idea. Another benefit as I see it is that this will increase the visibility of lore changes so that more people will be made aware of it. It'll help avoid situations where anarchronistic characters that are inconsistent with the lore continue on unaware of changes to their race and confuse the hell out of everybody (especially new players.)
  13. As an Unathi player, I can say that you Humans also get to sprint for more than 2 seconds. You can also wear gloves and shoes without hassle, etc. Furthermore, why do these things have to be balanced? This isn't Dota, it's a HRP server.
  14. Actually, looking back I do see that I did reference you two other times, after someone asked who was doing the things I had described. I immediately thought of you because you're the only person whose character I can remember specifically, and then made more direct reference after that. I agree that it's poor form to reference you while I had you blocked, and I apologize for that. I'll make sure not to do that in the future, and I should have worded what I said more generally in those instances.
  15. These are the experiences with IAA that I've had, and I was expressing. If anyone is taking things to OOC it's you for making this vexatious report. In any casr I don't think any further constrictive discussion can come from this and I will await an admin review.
  16. It's not against the rules to block people on discord, and I did it because the last time we argued about this you just gaslighted me and dismissed what I had to say. I found you unpleasant so I blocked you. In this instance I was talking to other people and you inserted yourself into the discussion. You weren't my opponent in that discussion, and I didn't even see your argument. I did make two references to you however, which was in reference to the IAA thread where I expressed that I didn't want to post in it because I didn't want to interact with you, and jackboot encouraged me to do it anyway despite my misgivings.
  17. I recall being told by you that the audit was for poison. Also how are we supposed to get access to the communications between you and the HoP? We're civillian chefs. Anyway what is this even about. I've bren expressing the complaints that I have about IAA from the experiences that I've had from them. In fact this is kind of just vindicating me in my stance because you've basically made a player complaint against me for criticising IAA. What?
  18. In that incident you refer to, my problem with your audit was that you were using a live crewmember as a subject to test for poison. Your character was knowingly feeding food suspected to be poisoned to a crewmember who later professed to not knowing that it was suspected of being poisoned. Your character also threatened mine with 'interfering with an ongoing investigation' when the officer showed up even though I never called them. Then later in the round we were forced by the HoP to wear gloves and aprons in the kitchen (despite not being provided with gloves) because you complained to the HoP about us. Every time I bring this up you deny these basic facts, and you seem to have no problem with lying by omission to a crewmember to feed them potentially posioned food.
  19. I want to add my two cents to this, and this will be my only post because I don't want to deal with Corbyn. I support the removal of the IAA role, and as an exclusive station player who doesn't deliberately neglect their duty, my experience is that the IAA role is used almost exclusively to harass players over pedantic things in an inconsistent and fun killing manner. I have been harassed by IAA for the following, but not limited to: Setting food out in the kitchen on the counter as a buffet instead of using the smart heater, not wearing gloves despite the Kitchen not being provided with gloves, not wearing an apron, leaving the fridge open, having milk outside of the fridge, having beakers outside of the fridge, not having beakers constantly covered, not having beakers labelled. It's all just obtrusive and pedantic. These are things that I can fix for the most part, but I've been harassed over the gloves even though the Chef has to access to get these things without using the loadout, ehich should absolutely not required. It doesn't make narrative sense to demand these things and then expect us to have to beg medical for gloves to do our jobs. I have never had a positive experience with IAA, and its because they're geared toward doing exactly the things described above. This is the nofun pedantic harassment that IAA claims does not exist. And what can we do? Make a CIAA complaint? Who are staffed by the same clique of people who play IAA? Anyway TL;DR IAA only exists to harass players with pedantic nofun bullshit that often makes no narrative sense.
  20. Don't worry, Kuhwinla will straighten him out.
  21. You know what-- you're right. I'm behind just changing the occurance. Unfortunately Alb already told me that this will never happen just because, so whatever. In the future I'll know better than to make a suggestion that I think will make the game better.
  22. I think you have it the wrong way around: Ideally people should treat every round like extended tbh, but even with extended in the secret loadout people already treat the round like it's guaranteed antagonists. That nagging doubt doesn't really stop anyone from metagaming at all. Besides, having secret people don't know what the antagonist is at all! The people who hate secret and always vote extended do so because they assume that secret is most likely antagonists anyway. They're really the ones metagaming.
  23. It doesn't matter because that isn't what this suggestion is about.
  24. Secret without Extended. I don't hate Extended, but I prefer other game modes. This isn't about any game mode in particular, it's about Extended vs Secret roundtype selection.
  25. C'mon. This is a serious suggestion, and I didn't mean to make it some kind of attack on extended or RP. You're being inflammatory and not contributing constructively. I made this suggestion and I have all antagonists turned off on all my characters. C'mon.
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