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Arrow768

Head Admins / Devs
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Everything posted by Arrow768

  1. I have to agree with prate. What are you supposed to do with a person that is constantly trying to break out of communal or attacking other people there if solitary is removed? Solitary is needed to deal with that kind of people. If you are put in there for minor crimes you should ahelp. Therefore voting for dismissal
  2. I am severely opposed to opening up sol common to other xenos. The same reason why humans cant speak the xeno language can as easily apply to them aswell. IPCs are a bigger question. Opening them up just for Sol Common is also a nogo. One option that might be possible would be to allow them to use all verbal and non-verbal languages if it is just a matter of downloading the correct language. However that is something for a different suggestion as this suggestion aims to only give them and all other xenos sol common. For the reasons outlined above, I am voting for dismissal.
  3. That is exactly the problem it is going to come down to. CxO usually refers to a person very close to the top of the corporate hierarchy. It will confuse some people and imply some sort of authority that infact does not exist (as you pointed out correctly). The thing is, they are no longer a "Chief Facility Overseer" as they no longer have a Facility to Oversee and they definitely are not contracted as "Chief Facility Overseer" to the Aurora to oversee the Aurora (which is what someone might assume if they read the title "Chief Facility Overseer"). I would suggest to make the following changes to ensure there is no confusion potential: Stick with the standard ID Card added here: https://github.com/Aurorastation/Aurora.3/pull/6470 It would be a pretty severe oversight on the side of necropolis if they forgot to remove the old ID card and issue them one that fits the current job description. Ditch the C of the CFO and just keep "FO" on the Uniform That will still raise questions, but without the implied authority and allows you to explain that they were contracted as Facility Overseer at another company and are now employed as a scientist.
  4. What exactly is a "Chief Facility Overseer"? What role role are you going to use on the station? Why are they working as that role on the Aurora?
  5. I also do not think that this is a good idea, as a properly written up work contract can have quite a few pages and then there is the thing that contractors and different jobs might have different contracts. Therefore I do not think that what they can provide is worth the effort of creating and maintaining them. Voting for dismissal.
  6. While we already heard from some of the people listed in the complaint, I would also like to hear what the rest of the people who have been listed have to add to it. Namely @MoondancerPony@nursiekitty@Bygonehero@Aboshedab@SleepyWolf
  7. A quite interesting idea and I could see it work with a application based system. The one thing I am not sure about is if that application based system should be public or private and per char. -> Private and per char would require you to post in a specific forum topic (which can only be accessed by the author and the relevant staff) outlining the general idea you have for that antag And yeah, there would definitely need to be some kind of restriction to limit the number of "perma-antags" during one round so it does not get too chaotic (altough, if they expose themselfs then its game over anyway, so I guess we could do without it).
  8. Seconding that vote for dismissal. Before a application whitelist is attempted a proper playtime based whitelist will be added and if that fails alternatives can be considered. In the meanwhile administration is doing a good enough job to police AI players.
  9. I do have to agree with some things said. At the moment, there seems to be only a way "forward" for the "blood ai" but no way to actually combat it (Especially once it is no longer bound to the cultists vision) This could be solved by locking the abilities the "blood ai" has to the amount of cultists that are currently using some kind of special gear, i.e. robes, ... So it is actually possible to arrest cultists, remove whatever item it is that empowers the "blood ai" and combat it that way. Another thing that should be considered is how other roles can be involved without it being too close to valid-hunting. (The biggest issue with the chaplain in cult/vamp rounds is that there is rarely ever one and if there is one it is difficult for them to involve themselfs with the cult/vamp since its not established in our lore that these things can exist so they have to do a lot of work with sec so they let them get to the culties/vamps; And then they quite often provide a questionable rp quality)
  10. Very well. Closing at the request of the OP.
  11. A first step could be to require a reason to be specified when the shuttle is called, which is then mentioned in the announcement. That would make it easier to ensure there is a sufficient reason for a shuttle call and avoid the "why shuttle?" questions on common. (Maybe do the same thing when raising the alert?)
  12. It´s time for a player survey again. Please go to the survey page and fill out the survey. You will have to provide a working e-mail address on the registration page. The survey software we use (Limesurvey) also asks for a first/lastname by default. That question has been removed with javascript, but it might show up for some users depending on installed browser plugins, ... Just leave it empty if the question shows up for you. (We dont care about that) The survey is split into multiple categories (general, one per each staff time and misc at the end) Each category is independent from each other and should be filled out that way. Please do not provide meme answers. https://poll.aurorastation.org/index.php/379753?lang=en
  13. Oh well, I didn't see that application until now due to all the lore dev apps. It´s definitely a +1 from me.
  14. To follow up a bit on the default opt-in/opt-out. While I agree that humans are pretty bare-bones in mechanics (and that is fine) I would not want to have to apply to not be discriminated against. One option to solve that would be to unwhitelist a species that we do not discriminate against. But that would just lead to the same situation again just with a different species (The quality of discrimination is unenforced again)
  15. As I mentioned elsewhere, I do not think this is a good idea for the following reasons: Currently we have opt-in discrimination (You have to actively choose to play a species that might get discriminated and have to invest some effort into that knowing full well that this might happen) If we were to change the general dynamic so that humans are discriminated against, then that would mean we have a opt-out discrimination. You would have to invest quite a bit of effort (choosing a species, designing a char, writing a backstory, writing a application, get support for that application) so you can play a species that is not on the receiving end of discrimination. For me something like that would quickly turn me away from a server, since I wouldn't want to invest quite a bit of time just to enjoy a few rounds without being discriminated against.
  16. I have to vote for dismissal due to the reasons posted by Tailson and VTC. In this case the benefits they offer to the game outweigh the lore concerns raised and lore should probably be adapted to integrate them if that is not the case at the moment. Of course the moralities of quite a few things like that are very questionable, and you are free to protest that ICly. But questionable moralities do not warrant the removal of something from the game and rather provide a interesting aspect to the game.
  17. Well it's a interesting question. One option might be "positive discrimination". I.e. Humans, if reported by a alien, are more likely to go without having any actions taken against them than other species(especially for minor things such as discrimination at the workplace,...) That would not make it easier to weaponize IRs and would allow more leeway to play anti-xeno chars
  18. Definitely a interesting idea.
  19. Implemented in https://github.com/Aurorastation/Aurora.3/pull/6345
  20. The heister/raider part is implemented here: https://github.com/Aurorastation/Aurora.3/pull/6344 Regarding the mercs: It might be possible to add a limit on how often a item can be bought from the uplink. That would make it possible to reduce the price of the crimson suit to something more reasonable
  21. I advice to update the EMP section then, since that sais: "IPCs will take no major damage from EMPs except to the optics"
  22. It is a interesting idea, but I have to agree with some of the points raised by @K0NFL1QT. The addition of organs, "bleeding", "venting of coolant" (which is basically hunger/thirst in another shape), ... could lead to them feeling more and more like "just another human resprite". Another one of my concerns is the very minor effect EMPs seem to have on them. I strongly believe that a mechanical species should be effected quite a bit more by EMPs than a organic species. This change would actually change it so people with robotic limbs are worse off than a IPC. (The IPC would just get temporarily blinded where as the person with the robotic limbs would have issues using that limb in question).
  23. Your forum warnings are listed on your profile and can be accessed there. (Also attached below for your convenience; with incomplete warning reasons due to the format)
  24. Last weekend I restored my development environment on my laptop so I will start working on the ingame implementation of the supply containers. Hopefully I will have a PR up in the next few days
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