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TrickingTrapster

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Everything posted by TrickingTrapster

  1. "Incapacitate" means drop the fighting when your opponent is on the floor and no longer fighting back. Especially when there's a third party involved that is actively stopping you both from trying to kill eachother, why did you get up and kept on going when there was clearly no longer a need to? Defending yourself from someone breaking into your place is one thing, killing them as a result is something else entirely. Harper was clearly incapacitated when the RD broke up your fight, so I don't get why your character would risk a murder charge and lose their job, go to prison and most likely lose coverage to replace their arm. And it is quite literally one of the rules that you should not kill if you don't have to, even in self-defense. And you clearly didn't have to in this case.
  2. And people will have the option to of course not even bother with the button and just roleplay it, but people seem to want some kind of mechanical clumsiness so I thought of this rather than an entire overhaul of the skill point system.
  3. I do have a question or two. How big will the initial base be, and how will persistence work with things like slimes in their slime cells and SM engines? Will power be set if it was set the round before or does engineering have to start it up every round? Will supplies be persistent or reset every round? And for the concern I see comparing us with that other station: I'm fairly certain our playerbase is big and established enough that we won't run into that issue, though I do wonder what will happen if there's a round without engineers. I like the idea of having to expand all facilities and having it be persistent, but it also brings a lot of side problems with it that will clash with that core concept, like the supplies and slimes questions above. If I think of more I'll post them.
  4. So I was reading the skill system post and I thought to myself: "Why not instead of changing how skills work, just adding a toggle button that makes you 'bad' at doing stuff until you toggle it off?" Like, making you fail or take longer to do actions. This could be useful for entry level jobs, like cadets, residents and apprentices, or people that try to cook without the know-how. This would also help with RP, as instead of having to walk away from an object to cancel an action, it can just fail. Maybe with a bit of flavor text for people to see. And it can just as easily be toggled off again to be doing regular actions. I think this will be nice addition, and if people don't want to use it, they're not forced to.
  5. Yeah, I think this may be a little bit too ambitious. A bit too much of a fundamental change on how the server is played. However, reading this has given me another idea that I can't really post here due to double suggestion rules, but I'll put it up shortly, I guess. This skill thing might sound good in theory but it's a more massive change than you're making it out to be.
  6. I would be down for that, but you might have to flesh out the system of dedicated parents and stuff more. But I do think this would make for many fun RP interactions. Maybe hide this behind some form of whitelist so people won't instant abuse it.
  7. I would like to refute part of that first point. Yes, I really hate cult and that's no secret, so I do have some antag bias, but that's why I deliberately don't play during those rounds. And I'm not blaming the AI in that round in the slightest, they were doing fine, and the fact that I got cyborgified was fine - But the way the borgs executed it was just dumb. They literally ignored every single attempt at RP I made and felt like they were just greentexting. Aside from that I don't enjoy playing borg in the slightest so I would probably have gone to storage either way. Aside from that, I'm pretty sure the things shouldn't be a problem. And yes, I know I messed up and I do hope to make amends somehow, and maybe someday you can trust me enough for that again. Until then I can at least do my best as a moderator.
  8. Server Moderator Application Basic Information Byond Account: TrickingTrapster Character Name(s): Yumi Yotin, Sabrina Souler, Liara Daegus, Miriam Aventis (There's a whole bunch more but these are the most regularly played) AI Name(s): T.T. Discord username + tag:Tricking Trapster#3562 Age: 23 Timezone: Netherlands ( CEST according to a google search? ) When are you on Aurora?: Pretty much when I'm not doing something that requires my total focus (which is most of the time, can probably do more if asked) Experience How long have you played SS13?: Around 3 to 4 years? Not entirely sure, didn't count. How long have you played on Aurora: Same as above, Aurora was my first server. How much do you know about SS13 (Baystation build) game mechanics?: I think I know a lot about every department. Obviously not everything, but most of it. Do you have any experience moderating for an SS13 server?: Yes, I've been a moderator and secondary admin on this server before. 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?: Because I really enjoy roleplay. Originally it was a game a friend recommended to me but it grew on me immensely. Why do you play on Aurora?: Because it is literally the best server for actual roleplay as far as I know. Friendly community and great characters. What do moderators do?: To make a comparison, Moderators are like teacher's helpers. They will help you if you have questions and keep the class (players) in line if they step out of the bounds of the rules. What does it mean to be a moderator for our server?: It means making sure everyone has an enjoyable experience roleplaying with eachother. It means resolving disputes and answering questions about mechanics, and helping newcomers to the server feel at home. Why do you want to be a moderator?: Because I genuinely want to help the server out. I've done this before and know the ropes, and I noticed a lot of moderators leaving recently. Thought I could at least fill the gaps left behind. What qualities do you possess that would make you a good moderator?: Hard to judge oneself, but here goes. I feel I'm very good at keeping my cool when dealing with players, and as far as I remember never lashed out when handling an ahelp. How well do you handle stress, anger, or insults?: Probably depends on the amount and what it's about. A player insulting me over getting banned is no sweat, but I probably shouldn't start taking ahelps when real life is making me incredibly angry for example. Very situational. Anything Else You Want to Add: Regarding the reasons I left the team before: I'm 100% sure I'm over that. I had a rough period but it's behind me now and I'm able to move forward with a clear mind.
  9. Right, so, after a bit of waiting, I've made a conclusion. Firstact has talked with people involved and from the info we have gathered, we determined that there was a degree of metagaming involved on the captain's part. And from an outside point of view it really does look like the captain just shut down a gimmick the AI was trying to build up for no real reason. So, what will happen is, I will add a warning to Hunnewle for metagaming, and more punishment will happen if it happens again. I'll leave this thread open if there's any huge objections to make for a while.
  10. Notice that I will be handling this complaint along with Firstact.
  11. Sounds neat. I didn't even know of this, but that only means more meaningful IC interactions. Hurray for roleplay. Supporting this.
  12. BYOND Key: TrickingTrapster Character name: Yumi Yotin Item name: Cutting Metal/Kitchen Metal Why is your character carrying said item to work? Yumi has a medical condition where she can't handle knives, but she often enough needs to man the kitchen. At home she uses these pieces of metal to cut her food to get around her PTSD. Item function(s): Basically just for cutting cuttable food instead of a knife. Item description: Looks like a piece of sheet metal, sharpened on one end. Item appearance: It should look like the top or bottom of a metal sheet, maybe with a sheen to show it's sharpened. How will you use this to better interact with crew and/or stimulate RP? This has been part of Yumi's backstory for a long time, on the apartment server on discord I've already described these and how she uses them. Now she can actually show the ways she uses to get around her disabilities, with the cutting metal being one. Plus, it will allow her to go into the kitchen without having to ask three different people to cut things for her. Additional comments:I don't have sprites, but taking a metal sheet sprite and chopping a chunk off shouldn't be a big deal. If the concern is raised that this will be used as a makeshift weapon, I'd be totally fine with it not being able to be used as a weapon (kinda like a pen), it's an utility item.
  13. There's two sides to every point. For example, "oh the officer paramedics will engage the antags" and yeah, for gameplay this isn't fun, but if you have the training to, why wouldn't you help out in a dangerous situation? I also think the title of this thread needs something added. It needs to go from "Realism vs Gameplay" to "Realism vs Gameplay vs Fun". You can do your best to balance realism and gameplay but if that doesn't result in something fun people will hate it anyway. Plus, we should keep in mind that we do not need to hold everything to current day standards, seeing as this, from a realism standpoint, takes place hundreds of years in the future. Engineers erect walls in seconds, surgery lasts an uptime of five minutes tops per problem and yet somehow all research is reset each shift. And from a gameplay standpoint, this is apparently done to be able to fit stuff within a 2-hour shift window, but I wouldn't dismiss the speeds entirely since we are hundreds of years in the future. Heck, everyone can carry several stacks of 50 sheets of steel with them, which they can use to erect space-proof walls larger than themselves. I think a bit of breathing room when it comes to what job you're getting assigned as, as long as it is within your qualifications. Plus, there's some jobs that don't even require qualifications at all, or very low ones- Cargo technician, miner, janitor and gardener's only requirement really is just being 18 or older. Chef and bartender? Pass a vague culinary test you can spend a few weeks training for and then pass it. Also, the paygrade thing. It may matter to someone with an income of a quartermaste,r but a head of staff who gets paid so much they can live in luxury could probably spend an off-shift cooking or bartending for the crew, as long as they still have their mainstay be their head role. And with an up total of 70 players at once, yes, roles you usually play are going to be locked, but the "just play another character durrr" argument isn't gonna fly for me. If you play a character often, they'll have built up relationships, friendships, rivalries, etc. However, if you're going to get locked out of that character because "hur dur your job got taken" and you go visitor anyway, chances are you won't interact with much of those relationships because they're busy doing their job, especially on antag rounds. People joke about chairRP and valids but honestly, chairRP is the whole point of the server. What's the point of having a continuity if you can't even keep it up because someone else decided 2 seconds before you to play the job you wanted? I'd like to at least see some recognition of someone's skills if they come visit. "Hey this guy is dying, pass me the medkit!" "No way dude, you're a visitor." "But I work here as a paramedic!" "Yeah but not right now." Extreme example, I know, but that's what the "realism" scenarios will bring us to. The gameplay aspects would probably just be the dude grabbing the medkit himself and not even trying to interact, where fun would be actually getting passed the medkit with the other being nervous about letting a visitor do something. Bottom line, I think we should think about how society would be 400 years from now - Not as it is in the current day. Social structures evolve, and maybe keeping down multiple jobs is a standard practice in 400 years, who knows.
  14. What incog says sounds reasonable, but then you'd have to limit the "supplemental jobs" to only when the main job isn't available. For which a system is already in place. However, I myself would like to clarify the availability to switch jobs between service and cargo, with the exception of Quartermaster. Say, a cargo tech that also works as a bartender, or a gardener. Or a miner that can also cook. Not much of those jobs require any specific qualifications, outside of being able to do them like cooking.
  15. Date is different ICly now due to a retcon because STUFF.
  16. Right, so. I have talked to Ezuo and Ornias. I've heard both sides of the story. I haven't been able to get in touch with the Unathi player yet, but I don't think it's necessary. And I have read the logs. And to sum it up in basic terms, Ornias ahelped "I have a roleplay problem" and Ezuo responded with "mechanics". Those two aspects clash more often than this issue and it'a bit of a gray area unfortunately. In this case, however, I think Ezuo was a little quick in dismissing it as an IC issue. While the logic they put behind it is sound, however they did not actually check it and Ornias is right in that it's not a very heavy RP scenario. I would recommend making an IR about it because that is what it warrants, but Ezuo could do with investigating more thoroughly in the future.
  17. Notice that I will be handling this complaint. Going to dig around and come up with a verdict. If anything needs to be posted in the meantime by related parties, please do.
  18. Yumi's player here. Not sure what removing the nitrogen cans would do. Keeping the emitter on will delaminate the SM regardless of the coolant. Not upgrading the SMES will still not power the entire station and if we remove the nitrogen cans people will just look elsewhere. Maybe put a timelock on engineering roles or I dunno, some password on the engine room doors that only engineers familiar with the engine know. Just spouting ideas here.
  19. I recognize more than 50% of these characters, and all of them, from what I gathered, have done well in regards of character and RP both. As Abo said, the OOC answers are short and to the point. Worthy is, excuse the pun but I just had to, worthy of the whitelist. +1.
  20. Pffff, common channel. Oh my. I see both benefits and issues with its removal, though more benefits than issues honestly. A few things to note though. One. What will you do when there are no heads AND no AI? This happens from time to time, so unless regular department workers get some kind of announce function, no suit sensor reminders, telling people who to PDA when something breaks, no mentions of anything. And while you can say you can circumvent it by other means, be that as it may, that is just inconveniencing the players. Two. Game feel outside of roleplay. Things like antags turning off your sensors, and then pushing you down a cliff. "Good antag play"? To me, it would just feel incredibly powergamed to remove me from the round entirely. Medical will never, ever find you if it happens and it essentially just amounts to you getting removed from the round because you were the only miner and the antag cargo tech just prevented you from returning as this character to this round ever. Also, while it causes trouble to remove it for certain antagonists, it buffs others very hard (especially sneaky-things antags, like vamps, lings and cult), and will make it easier for them to do anything really. (Because it's so much fun to get ling succd in maintenance without the ability to call for help and essentially be locked out of your character, having to wait 30 mins only for it to happen again.) All in all, I'm pretty torn on this. I think I would like it on most rounds, but rounds that include the then-super strong antags like lings or cult, I think that would remove a lot of the caution they would otherwise need to employ. Especially cult would get really annoying with no clear way to warn other departments as a whole of them. Other than my antag concerns though, I do think it would enforce more interaction out of the crew than just shit talking on common.
  21. The big problem here probably being that people found out and are using it as their main weapon rather than actual weapons. The automatic aim is indeed bullshit, but then again, why are you facing a guy wielding it with no cover. I do have to agree it's a bit overused by traitors right now.
  22. Well I mean, if you look at it the other way around, NOT hearing someone scream just because they're 1 tile out of your vision range or because you put up the blinders on your windows is also incredibly silly. I get that there's some medium of balance here but not hearing someone scream (or even talk) just because they are in that one black spot in your vision range is just outright stupid. I like the idea of this, but maybe has certain things dampen sounds? Walls and space should obviously dampen sounds, and airlocks too, as they don't allow any air through, and sound is just the air trembling really fast. I dunno if it would work though.
  23. This has been suggested before, and has been shut down before. We should be able to trust players to roleplay their characters' skill adequately. If they don't,they will be ahelped and we will take care of it. Plus, it's a very bad system for "learning" characters, because they won't be able to circumvent a failing RNG to simulate them learning how to do something after some RP. If we were to implement this, it would have a larger impact and more maintenance behind it than you might think. I like the idea but I can't see how it would work in our current system.
  24. The only criticism I have with this is that it's really easy to meta it. "Oh, we just had crossfire so we won't have to worry about mercs or raiders." Other than that, it sounds good.
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